smart-interactive-display/Assets/GadGame/Scripts/State/MainFlowState/PassByState.cs

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using GadGame.Manager;
using GadGame.Network;
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using UnityEngine;
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namespace GadGame.State.MainFlowState
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{
public class PassByState : State<MainFlow>
{
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private PassByAnimation passByAnim;
public async override void Enter()
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{
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await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
passByAnim = PassByAnimation.Instance;
passByAnim.Play(false);
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}
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public override void Update(float time)
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{
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if (time < 2f) return;
if (!UdpSocket.Instance.DataReceived.PassBy)
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{
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Runner.SetState<IdleState>();
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return;
}
if (UdpSocket.Instance.DataReceived.Engage)
{
Runner.SetState<EngageState>();
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return;
}
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// if (UdpSocket.Instance.DataReceived.OnVision)
// {
// Runner.SetState<ViewedState>();
// return;
// }
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}
public override void Exit()
{
}
}
}