public void Update(float dt, World1 world) { var t = System.DateTime.Now; myA.Update(dt, world); this.Rule0(dt, world); this.Rule1(dt, world); }
public void Rule0(float dt, World1 world){ switch (s0) { case -1: count_down2 = 0.5f; goto case 5; case 5: if(((count_down2) > (0f))) { count_down2 = ((count_down2) - (dt)); s0 = 5; return; }else { goto case 3; } case 3: UnityCube.Color = Color.green; s0 = 1; return; case 1: count_down1 = 0.5f; goto case 2; case 2: if(((count_down1) > (0f))) { count_down1 = ((count_down1) - (dt)); s0 = 2; return; }else { goto case 0; } case 0: UnityCube.Color = Color.red; s0 = -1; return; default: return;}}
public void Update(float dt, World1 world) { frame = World1.frame; }
public void Rule0(float dt, World1 world){ switch (s0) { case -1: if(((B.C.Elem) > (0))) { goto case 11; }else { goto case 12; } case 11: B = B; s0 = -1; return; case 12: B = new B(); s0 = -1; return; default: return;}}
public void Update(float dt, World1 world) { frame = World1.frame; B.Update(dt, world); this.Rule0(dt, world); }
public void Rule1(float dt, World1 world){ switch (s1) { case -1: if(((myA.B.C.Elem) > (0))) { goto case 6; }else { goto case 7; } case 6: myA = myA; s1 = -1; return; case 7: myA = new A(); s1 = -1; return; default: return;}}