- Simulated "fake" physics and collisions - Object pooling for tiles, obstacles and monster spawns - Base monster scoring with proximity triggers and depth multiplier Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #5
30 lines
639 B
C#
30 lines
639 B
C#
using UnityEngine;
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using Pixelplacement;
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public class LawnMowerBehaviour : MonoBehaviour
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{
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private StateMachine stateMachineRef;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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stateMachineRef = GetComponent<StateMachine>();
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void mowerTouched()
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{
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Debug.Log("Mower Touched");
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}
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public void stateSwitch(string StateName)
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{
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Debug.Log("State Switch to: " + StateName);
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stateMachineRef.ChangeState(StateName);
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}
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}
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