// Update is called once per frame void Update() { if (spawner.state == WaveSpawner.SpawnState.COUNTING) { UpdateSpawningUI(); } previousState = spawner.state; }
// Update is called once per frame void Update() { switch (spawner.State) { case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; case WaveSpawner.SpawnState.SPAWNING: UpdateSpawningUI(); break; } previousState = spawner.State; }
// Update is called once per frame void Update () { switch (spawner.State) { case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; case WaveSpawner.SpawnState.SPAWNING: UpdateSpawningUI(); break; } previousState = spawner.State; }
private void Update() { switch (spawner.State) { case WaveSpawner.SpawnState.Counting: UpdateCountingUI(); break; case WaveSpawner.SpawnState.Spawning: UpdateSpawningUI(); break; } previousState = spawner.State; }
// Update is called once per frame void Update() { switch (spawner.State) { case WaveSpawner.SpawnState.counting: UpdateCountDownUI(); break; case WaveSpawner.SpawnState.spawning: UpdateSpwaningUI(); break; } previousState = spawner.State; }
// Update is called once per frame void Update() { switch (spawner.State) { case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; case WaveSpawner.SpawnState.SPAWNING: UpdateSpawningUI(); break; } previousState = spawner.State; // save state in the current frame as the "previousState" }
// Update is called once per frame void Update() { switch (waveSpawner.State) { case WaveSpawner.SpawnState.Counting: UpdateCountingUI(); break; case WaveSpawner.SpawnState.Spawning: UpdateSpawningUI(); break; } prevState = waveSpawner.State; }
void Update() { switch (spawner.State) //switch statement to provide different actions (method calls) based on current wave spawner state. { case WaveSpawner.SpawnState.Counting: UpdateCountingUI(); break; case WaveSpawner.SpawnState.Spawning: UpdateSpawningUI(); break; } previousState = spawner.State; }
// Update is called once per frame void Update() { switch (waveSpawner.GetSpawnState) { case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; case WaveSpawner.SpawnState.SPAWNING: UpdateSpawningUI(); break; } prevState = waveSpawner.GetSpawnState; }
// Update is called once per frame void Update() { switch (spawner.state) { case WaveSpawner.SpawnState.COUNTING: waveCountDownText.enabled = true; UpdateCountdownUI(); break; case WaveSpawner.SpawnState.SPAWNING: waveCountDownText.enabled = false; UpdateSpawningUI(); break; } previousState = spawner.state; }
// Update is called once per frame void Update() { switch (spawner.State) { case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; case WaveSpawner.SpawnState.SPAWNING: UpdateSpawningUI(); break; // default: // WaveIncoming.gameObject.SetActive(false); // break; } previousState = spawner.State; }
// Update is called once per frame void Update() { //Debug.LogError (spawner.State); switch (spawner.State) { case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; case WaveSpawner.SpawnState.SPAWNING: UpdateSpawningUI(); break; case WaveSpawner.SpawnState.WAITING: break; } previousState = spawner.State; }
// Update is called once per frame void Update() { switch (spawner.State) { case WaveSpawner.SpawnState.WAITING: UpdateWaitingUI(); break; case WaveSpawner.SpawnState.COUNTING: UpdateCountingUI(); break; /* * case WaveSpawner.SpawnState.SPAWNING: * UpdateSpawningUI(); * break; */ } previousState = spawner.State; }
void Start() { if (spawner == null) { Debug.LogError("nema spawnera"); this.enabled = false; } if (waveAnimator == null) { Debug.LogError("nema waveAnimator"); this.enabled = false; } if (waveCountdownText == null) { Debug.LogError("nema waveCountDownText"); this.enabled = false; } if (waveCountText == null) { Debug.LogError("nema waveCountText"); this.enabled = false; } previousState = spawner.State; }