/** * Start a time warp. */ private void TimeWarp() { // Can't time warp while time is already slowed down. if (timeWarpAvailable && !gameManager.GetTimeWarpEnabled()) { timeWarpAvailable = false; handsAnimator.SetTrigger("TimeWarp"); levelStats.StartTimeWarpGaugeAnimation(); soundManager.PlayTimeWarpSound(); soundManager.SetHighPassFilterEnabled(true); gameManager.SetTimeWarpEnabled(true); timeWarpCounter = timeWarpLength; rippleCameraEffect.SetNewRipplePosition(new Vector2(Screen.width / 2, (Screen.height / 2) + 35f)); } }
public void ApplyDamage(int damageValue, color bulletColor) { Vector3 rippleEffectStart = new Vector3(transform.position.x, -transform.position.y, transform.position.z); rippleEffectStart = Camera.main.WorldToScreenPoint(rippleEffectStart); Vector2 rippleEffectStart2 = new Vector2(rippleEffectStart.x, rippleEffectStart.y); rippleEffect.SetNewRipplePosition(rippleEffectStart2); soundManager.soundImpact(); if (bulletColor == enemyColor) { damageMultiplier = damageBonusMultiplier; scoreManager.IncrementScore(scoreGainIfSameColor); } else { damageMultiplier = 1; scoreManager.IncrementScore(scoreGainIfNotSameColor); } health -= damageValue * damageMultiplier; }