예제 #1
0
 // Use this for initialization
 void Start()
 {
     isOffTable           = false;
     audioManager         = FindObjectOfType <AudioManager>();
     myAudioSource        = GetComponent <AudioSource>();
     myAudioSource.volume = 0;
     myAudioSource.time   = Random.Range(0.00001f, 22.84301f);
     myAudioSource.PlayScheduled(AudioSettings.dspTime + 0.0000001f);
     isDipped  = false;
     meatState = MeatState.Raw;
     Utils.RandomizeRotation(Vector3.right, Random.Range(0, 360), this.transform);
 }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
        switch (meatState)
        {
        case MeatState.Raw:
            if (timeOnGrill >= 10f && timeOnGrill < 20f)
            {
                GetComponent <MeshRenderer>().enabled = false;
                meatState = MeatState.Cooked;
            }

            break;

        case MeatState.Cooked:
            meatRenderers[0].enabled = true;
            if (timeOnGrill >= 20f && timeOnGrill < 30f)
            {
                meatRenderers[0].enabled = false;
                meatState = MeatState.Burned;
            }
            break;

        case MeatState.Burned:
            meatRenderers[1].enabled = true;
            if (timeOnGrill >= 30f)
            {
//					Destroy(gameObject);
            }
            break;

        default:
            break;
        }

        if (isDipped)
        {
            GetComponent <MeshRenderer>().enabled = false;
            meatRenderers[0].enabled = false;
            meatRenderers[1].enabled = false;
            meatRenderers[2].enabled = true;
        }

        if (transform.position.y <= -15f)
        {
            isOffTable = true;
        }

        if (transform.position.y <= -20f)
        {
            Destroy(gameObject);
        }
    }