private void UpdateEntering(float p_deltaTime, Transform p_checkPoint, mg_if_ECrabState p_newState) { m_XMovement.MinigameUpdate(p_deltaTime); if (CheckAtCheckPoint(p_checkPoint.position.x)) { CrabState = p_newState; } }
private void UpdateWaiting(float p_deltaTime) { m_waitTime -= p_deltaTime; if (m_waitTime <= 0f) { CrabState = mg_if_ECrabState.STATE_BLINKING; } }
public override void Spawn() { base.Spawn(); m_XMovement.Initialize(m_movement, m_variables.CrabSpeed, m_variables.CrabSpeedRange); m_XMovement.SetInitialPos(); CrabState = mg_if_ECrabState.STATE_ENTERING_1; m_waitTime = m_variables.CrabWaitTime; MinigameManager.GetActive().PlaySFX("mg_if_sfx_CrabWalk"); }
public void OnCutAnimFinished() { CrabState = mg_if_ECrabState.STATE_EXITING; m_XMovement.SwapMovement(); }
public void OnBlinkAnimFinished() { CrabState = mg_if_ECrabState.STATE_ENTERING_2; }