using GadGame.Manager; using GadGame.Network; using UnityEngine; namespace GadGame.State { public class EngageState : State { private float _timer; public override void Enter() { LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath); _timer = 0; } public override void Update() { if (!Receiver.Instance.DataReceived.PassBy) { Runner.SetState(typeof(IdleState)); return; } if (!Receiver.Instance.DataReceived.Engage) { Runner.SetState(typeof(ViewedState)); return; } if (!Receiver.Instance.DataReceived.Ready) _timer = 0; _timer += Time.deltaTime; if (_timer >= 5) { Runner.SetState(typeof(PlayGameState)); } Debug.Log(_timer); } public override void Exit() { } } }