using System.Diagnostics; using GadGame.Manager; using GadGame.Network; using UnityEngine.SceneManagement; namespace GadGame.State.MainFlowState { public class IdleState : State { public override void Enter() { PassByAnimation.Instance.Play(false); PassByAnimation.Instance.SetPlayVideo(true); } public override void Update(float time) { // if(time < 2) 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() { PassByAnimation.Instance.SetPlayVideo(false); } } }