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