private void UpdateZapAmount()
    {
        int particleEmmision = Mathf.CeilToInt(DeanUtils.Map(Time.time, m_LastSpeedBoostTime, m_LastSpeedBoostTime + m_SpeedBoostDelay, 0, 7));

        ParticleSystem.EmissionModule module = m_ZapSystem.emission;

        module.rateOverTime = particleEmmision;
    }
Beispiel #2
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    void UpdateUI()
    {
        float normalizedEnergy = DeanUtils.Map(m_CurrentEnergy, 0, m_TotalEnergy, 0.0f, 1.0f);

        GameManager.m_Singleton.m_UIManager.SetEnergyBarValue(normalizedEnergy);
    }