protected override void Final() { base.Final(); stateIndex = 0; currentState = stateSequences[stateIndex]; UpdateState(); }
private void NextState() { if (!GameVariables.GAME_OVER) { stateIndex++; currentState = stateSequences[stateIndex]; UpdateState(); } }
private void Start() { Sound("helicopter_blades"); Instance = this; stateIndex = 0; currentState = State_Gatekeeper.PREPARATION; Sprite = GetComponent <SpriteRenderer>(); Init(); UpdateState(); InGameUI.instance.UpdateHpBos(health); RotateTank(270f); }