void FixedUpdate() { if (speed < _maxSpeed && _speedUp) { speed += acceleration * Time.deltaTime; _animator.SetFloat("Speed", speed); } else if (!_speedUp && speed > _minSpeed) { speed -= acceleration * Time.deltaTime; _animator.SetFloat("Speed", speed); } _delayGenerator.Update(); _materialDelay.Update(); }
private void FixedUpdate() { _animationDelayCreator.Update(); _fallDelayCreator.Update(); }
private void FixedUpdate() { variationDelay.Update(); }