private void _StartPlaying() { _CharacterController.MandatorySquat(); _State = CrossRoadStateEnum.WaitNoCar; _TimeToWait = WaitNoCarTime; _ShouldSpawnCar = false; }
private void _Refuse() { _CharacterController.ShakeHead(); _CharacterController.ChangeMovable(false); _State = CrossRoadStateEnum.Refuse; _TimeToWait = WaitRefuseTime; }
private void _Finish() { _State = CrossRoadStateEnum.Finished; _CharacterController.ChangeMovable(true); _ShouldSpawnCar = true; Used = true; CrossRoadBound.transform.localScale = new Vector3(1, 1, 100); }
private void _WaitOK() { switch (_State) { case CrossRoadStateEnum.Refuse: _CharacterController.ChangeMovable(true); _State = CrossRoadStateEnum.Nothing; break; case CrossRoadStateEnum.WaitForChangeShape: _StartPlaying(); break; case CrossRoadStateEnum.WaitNoCar: _StartCrossing(); break; case CrossRoadStateEnum.Crossing: _Finish(); break; } }
private void OnEnable() { FirstCarPast = false; _State = CrossRoadStateEnum.Nothing; }
private void _StartCrossing() { _State = CrossRoadStateEnum.Crossing; _TimeToWait = WaitCrossRoadTime; }
private void _StartWaitingForChangeShape() { Used = true; _CharacterController.ChangeMovable(false); _State = CrossRoadStateEnum.WaitForChangeShape; }