ExtendBehaviour.Update C# (CSharp) Method

Update() public method

public Update ( ) : void
return void
    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;
    }