public override void Charging(bool onPlate) { if (onPlate) { details.RechargeBattery(); } else { currentState = new DefaultAIState(details); details.StopSFX(); } }
public override CharacterState UpdateState() { if (despawnTime > 0) { despawnTime -= Time.deltaTime; } else { details.DespawnCube(); currentState = new DefaultAIState(details); } return(currentState); }
public override CharacterState UpdateState() { if (failTime > 0) { failTime -= Time.deltaTime; } else { details.RestartPuzzle(); currentState = new DefaultAIState(details); } return(currentState); }
public override CharacterState UpdateState() { if (timeTillStart > 0) { timeTillStart -= Time.deltaTime; } else { details.ResetBattery(); currentState = new DefaultAIState(GameManager.aiDetails); GameManager.isAI = true; GameManager.aiDetails.lastFirewall = firewallManager; firewallManager.StartFirewall(); } return(currentState); }
public override CharacterState UpdateState() { if (spawnTime > 0) { spawnTime -= Time.deltaTime; } else if (spawnTime <= 0) { if (wonPuzzle) { currentState = new WinPuzzleState(details); currentState.WinPuzzle(); } else { currentState = new DefaultAIState(details); } } return(currentState); }