public void Fill() { this.state = TubeState.Filling; level += Time.deltaTime / fillTime; if(level >= 1.0f) { this.state = TubeState.Filled; } }
public void Fill() { this.state = TubeState.Filling; level += Time.deltaTime / fillTime; if (level >= 1.0f) { this.state = TubeState.Filled; } }
// Update is called once per frame void Update() { if(this.oldState != this.state) { this.oldState = this.state; if(this.state == TubeState.Dissolving) { bubbles = Instantiate(prefabBubbles) as GameObject; bubbles.transform.position = this.transform.position; bubbles.transform.parent = this.transform; } else if(this.state == TubeState.Idle) { if(bubbles) Destroy(bubbles); } } }
// Update is called once per frame void Update() { if (this.oldState != this.state) { this.oldState = this.state; if (this.state == TubeState.Dissolving) { bubbles = Instantiate(prefabBubbles) as GameObject; bubbles.transform.position = this.transform.position; bubbles.transform.parent = this.transform; } else if (this.state == TubeState.Idle) { if (bubbles) { Destroy(bubbles); } } } }
public void Dissolve(SampleBehaviour sample) { this.sample = sample; sample.state = SampleBehaviour.SampleState.Dissolving; state = TubeState.Dissolving; }
public void Fade() { State = new TubeStateFade(this); }