void Update()
{
if(pause)
{
if(isResuming)
{
if(t <= 0)
Return();
}
}
else if (run)
{
if (currentX <= maxSize.x && currentY <= maxSize.y)
{
if (x)
currentX += 0.07f;
else
currentY += 0.07f;
}
if (currentX > maxSize.x || currentY > maxSize.y)
{
run = false;
animDelay = 0.4f;
if (x)
currentX = maxSize.x;
else
currentY = maxSize.y;
}
//add vertical offset, make direction called horizontal offset, create attack
if (x)
{
currentSize.x = currentX;
currentPos.x = -currentX * 3.6f;
}
else
{
currentSize.y = currentY;
currentPos.y = -currentY * 3.6f;
}
transform.localPosition = startPos + currentPos;
//Debug.Log(currentPos);
transform.localScale = currentSize;
}
else if (!comeBack && animDelay > 0)
{
animDelay -= Time.deltaTime;
if (animDelay <= 0)
{
Deactivate();
}
}
else if (comeBack)
{
if (currentX > 0)
{
currentX -= 0.07f;
}
if (currentX <= 0)
{
currentX = 0;
comeBack = false;
Destroy(gameObject);
}
currentSize.x = currentX;
currentPos.x = -currentX * 3.6f;
transform.localPosition = startPos + currentPos;
transform.localScale = currentSize;
}
t -= Time.unscaledDeltaTime;
}