private void Update() { var playerBalloonRef = BalloonGameManager.Instance.PlayerBalloon; if (playerBalloonRef) { playerHintUIComp.color = new Color(1, 1, 1, 1); switch (playerBalloonRef.State) { case Balloon.BalloonStatus.Normal: presentState = UIStatue.ShakeIt; float aniSpeed; if (BalloonGameManager.Instance.PlayerJoyConInputSpeed != 0.0f) { aniSpeed = BalloonGameManager.Instance.PlayerJoyConInputSpeed; } else { aniSpeed = BalloonGameManager.Instance.PlayerKeyboardInputSpeed; } animComp.SetFloat("ShakeAniSpeed", shakeAniSpeedBase + aniSpeed * shakeAniSpeedMultiplier); break; case Balloon.BalloonStatus.Danger: presentState = UIStatue.OmitIt; break; } } else { if (BalloonGameManager.Instance.IsPlayerFreezing) { presentState = UIStatue.Freeze; } else { presentState = UIStatue.None; playerHintUIComp.color = new Color(0, 0, 0, 0); } } animComp.SetInteger("UIState", (int)presentState); }
private void Awake() { presentState = UIStatue.None; playerHintUIComp = GetComponentInChildren <Image>(); animComp = GetComponentInChildren <Animator>(); }