private void updateEyelid() { blinkTime_ += Time.deltaTime; switch (blink_) { case VoxelFace.EyelidAction.Normal: if (blinkTime_ > blinkAllTime_) { blink_ = VoxelFace.EyelidAction.One; blinkTime_ = 0.0f; refersh_ = true; } break; case VoxelFace.EyelidAction.One: if (blinkTime_ > 0.06f) { blink_ = VoxelFace.EyelidAction.Two; blinkTime_ = 0.0f; refersh_ = true; } break; case VoxelFace.EyelidAction.Two: if (blinkTime_ > 0.06f) { blink_ = VoxelFace.EyelidAction.Three; blinkTime_ = 0.0f; refersh_ = true; } break; case VoxelFace.EyelidAction.Three: if (blinkTime_ > 0.061f) { blink_ = VoxelFace.EyelidAction.Normal; blinkTime_ = 0.0f; blinkAllTime_ = UnityEngine.Random.Range(2.0f, 6.0f); refersh_ = true; } break; } }
private void updateEyelid() { blinkTime_ += Time.deltaTime; switch(blink_){ case VoxelFace.EyelidAction.Normal: if(blinkTime_ > blinkAllTime_){ blink_ = VoxelFace.EyelidAction.One; blinkTime_ = 0.0f; refersh_ = true; } break; case VoxelFace.EyelidAction.One: if(blinkTime_ > 0.06f){ blink_ = VoxelFace.EyelidAction.Two; blinkTime_ = 0.0f; refersh_ = true; } break; case VoxelFace.EyelidAction.Two: if(blinkTime_ > 0.06f){ blink_ = VoxelFace.EyelidAction.Three; blinkTime_ = 0.0f; refersh_ = true; } break; case VoxelFace.EyelidAction.Three: if(blinkTime_ > 0.061f){ blink_ = VoxelFace.EyelidAction.Normal; blinkTime_ = 0.0f; blinkAllTime_ = UnityEngine.Random.Range(2.0f, 6.0f); refersh_ = true; } break; } }