using GadGame.Manager; using GadGame.Network; using UnityEngine; namespace GadGame.State.MainFlowState { public class PassByState : State { public override void Enter() { // await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath); Runner.PlayPassByAnim.Raise(false); } public override void Update(float time) { Runner.EncodeImage.Raise(UdpSocket.Instance.DataReceived.StreamingData); if(time < 2) return; if (!UdpSocket.Instance.DataReceived.PassBy) { Runner.SetState(); return; } if (UdpSocket.Instance.DataReceived.Engage) { Runner.SetState(); } } public override void Exit() { } } }