public void MonitorInGame() { if (transform.position.x < gameVars.rightWall) { CurrentObstacleState = obstacleState.InGame; } }
void LinearTranslation() { if (transform.position.x > eotl.position.x) { transform.position = new Vector3(Mathf.Lerp(transform.position.x, transform.position.x - gameVars.linearTranslationOffset, gsm.GameSpeed * mySpeed * Time.deltaTime), transform.position.y, transform.position.z); } else { CurrentObstacleState = obstacleState.Waiting; } }