// Use this for initialization void Start() { Vector3 pos = transform.position; pos.y += startPosY; transform.position = pos; Vector3 scale = transform.localScale; scale.x = fallingScale; scale.y = fallingScale; scale.z = fallingScale; transform.localScale = scale; stage = lifeStage.FALLING; buffsys = new BuffSystem(); }
private void fall() { if (timePassed >= timeToFall) { timePassed = 0; stage = lifeStage.SMOLDERING; Vector3 scale = transform.localScale; scale.x = fireScale; scale.y = fireScale; scale.z = fireScale; transform.localScale = scale; } else { float t = timePassed / timeToFall; Vector3 pos = transform.position; pos.y = Mathf.Lerp(startPosY, 0, t); transform.position = pos; } }