private void OnGameStateChanged(GameState state) { if (state == GameState.InGame) { _canMove = true; } else if (state == GameState.End) { _canMove = false; _animations.SetRunning(false); } }
private void MoveToDestination() { if (DistanceToDestination() > minDistanceToDestination) { float step = moveSpeed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, _currentDestination, step); _animations.SetRunning(true); } else { _reachedDestination = true; _animations.SetRunning(false); OnReachedDestination?.Invoke(this); } }