public void UpdateState() { //Check arrive at box if (hiding == false) { if (barion.DstArrived()) { Hide(); } } else { //Actually hiding barion.transform.position = new Vector3(box.transform.position.x, barion.transform.position.y, box.transform.position.z); //Update position with box if (barion.is_selected) { if (barion.GetMovement(ref destination)) //Get movement input { GetOut(); //Get out the box } } } }
public void UpdateState() { //Check arrive destination if (barion.DstArrived()) { ToIdleState(); } //Actions performed when Barion is selected if (barion.is_selected) { //Check new input movement if (barion.GetMovement(ref destination)) { ToWalkingState(); } //Can transition to moving box if (barion.target_box != null) { ToMoveBoxState(); } if (Input.GetAxis("Ability1") != 0 && barion.cooldown_inst.AbilityIsReady(1)) { ToInvisibleSphereState(); return; } //Invisible sphere ability (ability1) if (Input.GetAxis("Ability2") != 0 && barion.cooldown_inst.AbilityIsReady(2)) { ToShieldState(); return; } } }