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); } }
public void Respawn() { IsDead = false; MyEnergyCore.ResetPower(); }