public void Initialize() { _currentQuantiteFragment = 0; _speed = 100; _quantiteTransportableMax = ConstantesManager.TRUCK_QUANTITE_TRANSPADABLE_BASE; _enumDirection = Enum_TruckDirection.decharge; }
void Start() { _currentQuantiteFragment = 0; _speed = 100; _quantiteTransportableMax = ConstantesManager.TRUCK_QUANTITE_TRANSPADABLE_BASE; _enumDirection = Enum_TruckDirection.decharge; _city = GameObject.FindGameObjectWithTag("City").GetComponent <City> (); _decharge = GameObject.FindGameObjectWithTag("Decharge").GetComponent <Decharge> (); Vector3 pos = this.transform.localPosition; pos.y = -35; this.transform.localPosition = pos; }
private void ActionArrive() { switch (_enumDirection) { case Enum_TruckDirection.city: GiveFragment(); _enumDirection = Enum_TruckDirection.decharge; _textureFull.SetActive(false); _textureEmpty.SetActive(true); break; case Enum_TruckDirection.decharge: TakeFragment(); _enumDirection = Enum_TruckDirection.city; _textureFull.SetActive(true); _textureEmpty.SetActive(false); break; default: Debug.Log("Wrong _enumDirection du truck"); break; } }