IEnumerator SnakeWait() { while (sState == "wait") { RotationHandler.Allowed(); if (RotationHandler.IsRotating()) { UpdateState("grow"); yield break; } yield return(null); } }
IEnumerator LevelWait() { Debug.Log("Level State: Wait!\n"); InputManager.Allowed(); RotationHandler.Allowed(); while (sLevelState == "wait") { if (RotationHandler.IsRotating()) { UpdateLevelState("play"); yield break; } yield return(null); } }
IEnumerator LevelPlay() { InputManager.Allowed(); WorldObjectManager.UpdateState("play"); RotationHandler.Allowed(); SnakeCollisionHandler.Allowed(); Debug.Log("Level State: Play!\n"); while (sLevelState == "play") { GameObject oCollision = SnakeCollisionHandler.CollisionObject(); if (oCollision != null) { if (oCollision.tag == "Cube") { sReason = "die_cube"; UpdateLevelState("die"); yield break; } else if (oCollision.tag == "SnakeBodyPart") { sReason = "die_snake"; UpdateLevelState("die"); yield break; } else if (oCollision.tag == "Endpoint") { UpdateLevelState("win"); yield break; } // }else if(oCollision.tag == "Obstacle"){ // oSnake.GetComponent<WorldObject_Snake>().UpdateState("decrease"); // oCollision.GetComponent<WorldObject_Obstacle>().UpdateState("into"); // GameObject currCollision = SnakeCollisionHandler.CollisionObject(); // while(oCollision == currCollision /*|| oCollision.GetComponent<WorldObject_Obstacle>().CurrentState()!="wait"*/){ // currCollision = SnakeCollisionHandler.CollisionObject(); // yield return null; // } // // Debug.Log("Leave the Obstacle!\n"); // } } yield return(null); } }