// Update is called once per frame void Update() { Canvas gameOverCanvas = GameObject.Find("GameOverCanvas").GetComponent <Canvas> (); if (currentState == AnglarState.Stationary && !gameOverCanvas.enabled) { Hero_Interaction meemo = GameObject.FindGameObjectWithTag("Player").GetComponent <Hero_Interaction> (); if (Vector3.Distance(meemo.transform.position, transform.position) < distFromMeemoToActivateTrigger) { currentState = AnglarState.Moving; transform.localScale = new Vector3(transform.localScale.x * -1f, transform.localScale.y, transform.localScale.z); } } else { speed = 2f; current_distance_traveled += speed * Time.deltaTime; if (current_distance_traveled < max_distance_to_travel) { float offset = travel_direction * speed * Time.deltaTime; this.transform.position = new Vector3(transform.position.x + offset, transform.position.y, transform.position.z); } } }
// Use this for initialization void Start() { globalBehavior = GameObject.Find("Main Camera").GetComponent <CameraBehavior>(); thisMeemo = GameObject.FindGameObjectWithTag("Player").GetComponent <Hero_Interaction> (); initpos = transform.position; anim = GetComponent <Animator> (); isPopped = false; }
// Update is called once per frame void Update() { Canvas gameOverCanvas = GameObject.Find("GameOverCanvas").GetComponent <Canvas> (); if (!gameOverCanvas.enabled) { Hero_Interaction meemo = GameObject.FindGameObjectWithTag("Player").GetComponent <Hero_Interaction> (); switch (currentState) { case PufferState.Little: if (Vector3.Distance(meemo.transform.position, transform.position) < distFromMeemoToActivateTrigger) { currentState = PufferState.Puffed; Debug.Log(currentState); anim.SetBool("bool", true); } break; case PufferState.Puffed: if (Vector3.Distance(meemo.transform.position, transform.position) < distFromMeemoToActivateTrigger) { timer = 0.0f; } else { if (timer >= MAX_TIME) { currentState = PufferState.Little; Debug.Log(currentState); anim.SetBool("bool", false); } else { timer += Time.deltaTime; } } break; } } }