// Update is called once per frame void Update() { switch (columnState) { case Mov_Manager_State.WaitingForInput: if (hasNewInput) { columnState = Mov_Manager_State.MovingColumns; break; } break; case Mov_Manager_State.MovingColumns: if (!ifShiftingStarted) { MoveColumns(); } if (column_1.transform.position == column_1.GetNewLocalPosition()) { columnState = Mov_Manager_State.SpawningCollectibles; } break; case Mov_Manager_State.SpawningCollectibles: if (!isSpawning) { SpawnCollectibles(); } if (isSpawning) { WaitForNewInput(); } break; } }
void WaitForNewInput()// Puts Manager in WaitingForInput State { ifShiftingStarted = false; isSpawning = false; collectiblesIndex = 0; hasNewInput = false; columnState = Mov_Manager_State.WaitingForInput; }