// Update is called once per frame void Update() { if (!GamePaused && _moving) { Vector3 position = this.transform.position; if (_position == EDoorPosition.high) { position.y -= _speed * Time.deltaTime; if (position.y <= Constants.DOOR_LOW_Y_POS) { position.y = Constants.DOOR_LOW_Y_POS; _moving = false; _position = EDoorPosition.low; } } else if (_position == EDoorPosition.low) { position.y += _speed * Time.deltaTime; if (position.y >= Constants.DOOR_HIGH_Y_POS) { position.y = Constants.DOOR_HIGH_Y_POS; _moving = false; _position = EDoorPosition.high; } } this.transform.position = position; } }
// Update is called once per frame void Update() { if (!GamePaused && _moving) { Vector3 position = this.transform.position; if (_position == EDoorPosition.high) { position.y -= _speed * Time.deltaTime; if (position.y <= _lowPosition) { position.y = _lowPosition; _moving = false; _position = EDoorPosition.low; } } else if (_position == EDoorPosition.low) { position.y += _speed * Time.deltaTime; if (position.y >= _highPosition) { position.y = _highPosition; _moving = false; _position = EDoorPosition.high; } } this.transform.position = position; } }