void FixedUpdate() { if (GamePlayController.isGameEnded) { return; } switch (currentState) { case PoliceCarState.OnRoad: CarOnRoad(); break; case PoliceCarState.OnFly: currentState = PoliceCarState.OnAirWait; break; case PoliceCarState.OnAirWait: GetComponent <Rigidbody>().position = new Vector3(lanePosition, carJump_Height, GetComponent <Rigidbody>().position.z); break; case PoliceCarState.idle: break; } }
void OnEnable() { PoliceCar_Back(); thisTrans = transform; // coping the game object transform values in to a local value playercarScript = GameObject.FindGameObjectWithTag("Player").GetComponent <playerCarControl> (); currentState = PoliceCarState.OnRoad; // to start police car state on road currentMode = PoliceCarMode.Avoid; // to start police car with avid Mode PoliceCar_Back(); // InvokeRepeating("PoliceCarMode_Change", 10f, 20f); // police car mode changing here policeCarSound.volume = 0.3f; }