void ReleaseState(SwimmerState state) { var catcher = gameObject.GetComponent <SphereCollider> (); catcher.radius = LackingCatchZoneSize; _stateTimer = 0f; }
void SetState(SwimmerState state) { ReleaseState(_state); _state = state; switch (state) { case SwimmerState.ShootRecovery: var catcher = gameObject.GetComponent <SphereCollider> (); catcher.radius = 0; _stateTimer = ShootRecoveryStateTime; break; case SwimmerState.Neutral: default: _stateTimer = 0f; break; } }
void SetState(SwimmerState state) { ReleaseState (_state); _state = state; switch (state) { case SwimmerState.ShootRecovery: var catcher = gameObject.GetComponent<SphereCollider> (); catcher.radius = 0; _stateTimer = ShootRecoveryStateTime; break; case SwimmerState.Neutral: default: _stateTimer = 0f; break; } }
void ReleaseState(SwimmerState state) { var catcher = gameObject.GetComponent<SphereCollider> (); catcher.radius = LackingCatchZoneSize; _stateTimer = 0f; }
void SetState(SwimmerState newState) { ReleaseState (state); state = newState; switch (state) { case SwimmerState.ShootRecovery: SetCatchZoneSize(0f); stateTimer = ShootRecoveryStateTime; break; case SwimmerState.BigCatching: SetCatchZoneSize(PassingZoneSize); stateTimer = CatchableTime; break; case SwimmerState.Lunging: stateTimer = LungeTime; break; case SwimmerState.Stunned: stateTimer = StunnedTime; break; default: stateTimer = 0f; break; } }
void ReleaseState(SwimmerState oldState) { SetCatchZoneSize( DefaultZoneSize ); SetSpeed (BaseSpeed); stateTimer = 0f; }