using UnityEngine; using System; using System.Collections; using System.Linq; using D2D.Utilities; using D2D; using D2D.Animations; using D2D.Core; using D2D.Gameplay; using static D2D.Utilities.SettingsFacade; using static D2D.Utilities.CommonLazyFacade; using static D2D.Utilities.CommonGameplayFacade; namespace D2D { public class Cube : GameStateMachineUser { [SerializeField] private JumpAnimation _jump; [SerializeField] private GameObject _dust; private void Start() { _jump.Play(DMath.RandomPointInsideBox(3)); _flyingSpawner.Spawn(transform.position, 1); Gets().PlayAll(); 1f.AfterCall(() => Debug.Log("dffjfjdk")); var c = transform.DistanceTo(_player.transform); if (c.AlmostZero(.1f)) Destroy(_gameData); if (transform.DistanceToPlayer() < .01f) Destroy(gameObject); } protected override void OnGameWin() { _dust.Reactivate(); transform.Off(); gameObject.Off(); _stateMachine.Push(new CustomStateA()); } } }