using UnityEngine; public class FillFlask : MonoBehaviour { [SerializeField] GameObject ElbowTube; private float _flaskFullnessValue; private DripWater _dripWater; private float _updateDelta; void Start() { _dripWater = ElbowTube.GetComponent(); _flaskFullnessValue = 0f; } void Update() { if (_dripWater.GetDrippingProcess().Equals("SlowDrip")) { SlowFillingFlask(); } else if (_dripWater.GetDrippingProcess().Equals("FastDrip")) { FastFillingFlask(); } } private void SlowFillingFlask() { _updateDelta += Time.deltaTime; if (_updateDelta >= 2f) { _updateDelta = 0f; _flaskFullnessValue++; } } private void FastFillingFlask() { _updateDelta += Time.deltaTime; if (_updateDelta >= 0.2f) { _updateDelta = 0f; _flaskFullnessValue++; } } public float GetFlaskFullnessValue() { return _flaskFullnessValue; } }