Beispiel #1
0
    void Update()
    {
        if (CurrentPressure > 0)
        {
            MyEnergyCore.DoDamage(CurrentPressure);


            float myLevel = MyEnergyCore.GetEnergyLevel();
            float val     = (inventory.baseEnergy / myLevel) - 1;
            print(val);
            _camVignette.intensity = Mathf.Lerp(0, 20, val);             // use current energy upgrade level

//			GetComponent<Inventory>().baseEnergy
//			CurrentPressure/WorldController._radius;


//			_camVignette.intensity = Mathf.Lerp(0, 20, CurrentPressure / WorldController._radius); // use current energy upgrade level
        }
        else
        {
            if (_camVignette != null)
            {
                _camVignette.intensity = Mathf.Lerp(_camVignette.intensity, 0, Time.deltaTime);
//				_camVignette.intensity = 0;
            }
        }


        if (!IsDead && MyEnergyCore.GetEnergyLevel() <= 0)
        {
            IsDead = true;
            var hq = GameObject.Find("HQ").GetComponent <Respawner>();
            var go = (GameObject)Instantiate(_explosion, transform.position, Quaternion.identity);
            Destroy(go, 3);
            inventory.DropInventory();
            hq.Die(this);
        }
    }
Beispiel #2
0
 public void Respawn()
 {
     IsDead = false;
     MyEnergyCore.ResetPower();
 }