public override void UpdateState() { if (m_effect != null) { m_effect.Update(); } if (m_bombBall != null) { m_bombBall.Update(); } HandleTime(); if (m_bombUI != null) { float value = (m_playerTotalBombTime - m_playerBombTime) / m_playerTotalBombTime; m_bombUI.SetPlayerLastTime(m_playerTotalBombTime - m_playerBombTime, value); value = (m_aiTotalBombTime - m_aiBombTime) / m_aiTotalBombTime; m_bombUI.SetAiLastTime(m_aiTotalBombTime - m_aiBombTime, value); } }