void Update() { var normalizedStress = !_state.Finished ? (float)_state.Get(Trait.Stress) / Parameters.StressLimit : 0; StressAnim.SetFloat(StressProperty, normalizedStress); var normalizedDisease = !_state.Finished ? (float)_state.Get(Trait.Disease) / Parameters.DiseaseLimit : 0; DiseaseAnim.SetFloat(DiseaseProperty, normalizedDisease); var normalizedMad = !_state.Finished ? (float)_state.Get(Trait.Mad) / Parameters.MadLimit : 0; MadAnim.SetFloat(MadProperty, normalizedMad); if (Notice.isActiveAndEnabled) { return; } if (TryShowNoticeWindow()) { return; } if (_state.Finished) { if (Result.isActiveAndEnabled) { return; } if (Decide.isActiveAndEnabled) { Decide.Hide.Invoke(); } Result.Init(_state.Achievements, () => { SceneManager.LoadScene(SceneManager.GetActiveScene().name); }); } if (Decide.isActiveAndEnabled) { return; } ShowDecideWindow(); }