public void WaitForPlatformEnd(List<Platform> platformList)
{
playerToPlatformDistance = (float)(Math.Sqrt((Math.Pow( modelPosition.objectArrangement.Position.Z - platformList.First().objectArrangement.Position.Z,2))));
IsBehindFirstPlatform(platformList);
if ((playerToPlatformDistance >= idleJumpPlatformRadius) && (playerToPlatformDistance < platformRadius))
{
if (isFirstPlatformBehindPlayer)
{
switch (currentStance)
{
case GameConstants.PlayerStance.GameStartCountDown:
lastStance = currentStance;
currentStance = GameConstants.PlayerStance.IdleJump;
break;
case GameConstants.PlayerStance.Idle:
lastStance = currentStance;
currentStance = GameConstants.PlayerStance.IdleJump;
break;
case GameConstants.PlayerStance.JumpReady:
lastStance = currentStance;
currentStance = GameConstants.PlayerStance.Jump;
break;
case GameConstants.PlayerStance.SideJumpReady:
lastStance = currentStance;
currentStance=GameConstants.PlayerStance.SideJump;
break;
}
progressBarRectangle.Width = 0;
functionCallOnPlatformCounter = 0;
}
}
}