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>();
 }