Синтаксис:
Используется csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptsManager : MonoBehaviour
{
[Header("Stage1")]
[SerializeField] private ParticleSystem _spoonParticle;
[SerializeField] private GameObject _sugar;
[SerializeField] private GameObject _originalSpoon, _fakeSpoon;
[Header("Other")]
private Animator _animator;
private bool _nextStage = false;
private void Start()
{
_animator = GetComponent<Animator>();
}
public void Stage1()
{
StartCoroutine(Stage1IE());
}
public void Stage3()
{
if (_nextStage == false)
{
_nextStage = true;
_animator.SetTrigger("3");
_nextStage = false;
}
}
private IEnumerator Stage1IE()
{
if (_nextStage == false)
{
_nextStage = true;
_fakeSpoon.SetActive(false);
_originalSpoon.SetActive(true);
_animator.SetTrigger("1");
yield return new WaitForSeconds(1f);
_spoonParticle.Play();
yield return new WaitForSeconds(5.5f);
_sugar.SetActive(true);
_nextStage = false;
}
}
}
using System.Collections.Generic;
using UnityEngine;
public class ScriptsManager : MonoBehaviour
{
[Header("Stage1")]
[SerializeField] private ParticleSystem _spoonParticle;
[SerializeField] private GameObject _sugar;
[SerializeField] private GameObject _originalSpoon, _fakeSpoon;
[Header("Other")]
private Animator _animator;
private bool _nextStage = false;
private void Start()
{
_animator = GetComponent<Animator>();
}
public void Stage1()
{
StartCoroutine(Stage1IE());
}
public void Stage3()
{
if (_nextStage == false)
{
_nextStage = true;
_animator.SetTrigger("3");
_nextStage = false;
}
}
private IEnumerator Stage1IE()
{
if (_nextStage == false)
{
_nextStage = true;
_fakeSpoon.SetActive(false);
_originalSpoon.SetActive(true);
_animator.SetTrigger("1");
yield return new WaitForSeconds(1f);
_spoonParticle.Play();
yield return new WaitForSeconds(5.5f);
_sugar.SetActive(true);
_nextStage = false;
}
}
}