private void UpdateIdle() { if (_player != null) { _fireGroundState = FireGroundState.Triggered; } }
private void Awake() { _activationCooldownCounter = 0; _fireGroundState = FireGroundState.Idle; _animator = GetComponent <Animator>(); }
private void UpdateLightUp() { _animator.SetTrigger(LIGHT_UP_ANIM); _fireGroundState = FireGroundState.Idle; AudioSource.PlayClipAtPoint(FireSfx, transform.position, GameManager.Instance.Volume); if (_player != null) { _player.TakeDamage(); } }
private void UpdateTriggered() { if (_activationCooldownCounter < ActivationCooldown) { _activationCooldownCounter += Time.deltaTime; } else { _activationCooldownCounter = 0; _fireGroundState = FireGroundState.LightUp; } }