public override void Update(float deltaTime) { base.Update(deltaTime); if (Vector2.Distance(_transform.position, _orbIdlePositionTransform.position) <= _radiusToGoIdle) { _orbController.SetState(OrbController.OnPlayerState); GameManager.Orb.SoundsPlayer.Play("Returning"); } }
public override void FixedUpdate(float deltaTime) { base.FixedUpdate(deltaTime); _rigidbody.velocity *= _directionalAttackDecelerationFactor * (SaveSystem.currentMaskType == PlayerMaskController.MaskType.ScarletMask ? 0.9f : 1); if (_rigidbody.velocity.magnitude <= _directionalAttackMinVelocityToChangeState) { _orbController.SetState(OrbController.ReturningState); } }