using GadGame.Manager; using GadGame.Network; using Unity.Mathematics; using UnityEngine; namespace GadGame.State.MainFlowState { public class EngageState : State { private float _readyTimer; private bool _warned; private bool _showCountDown; public override void Enter() { // LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath); PassByAnimation.Instance.Play(true); _readyTimer = 5; } public override void Update(float time) { if(!UdpSocket.Instance.DataReceived.PassBy) { Runner.SetState(); return; } if(!UdpSocket.Instance.DataReceived.Engage) { Runner.SetState(); return; } if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3; PassByAnimation.Instance.ReadyCountDown(_readyTimer / 3); _readyTimer -= Time.deltaTime; if (_readyTimer <= 0) { _readyTimer = 0; Runner.SetState(); } if (time >= 2) { // Runner.ReadyCountDown(_readyTimer); } } public override void Exit() { _warned = false; } // private void OnWaringComplete() // { // if (!UdpSocket.Instance.DataReceived.PassBy) // { // Runner.SetState(); // return; // } // if (!UdpSocket.Instance.DataReceived.OnVision) // { // Runner.SetState(); // return; // } // Runner.SetState(); // } } }