private void Update() { if (Time.timeScale == 0) { if (footsteps.isPlaying) { footsteps.Stop(); } return; } // Alcohol effects float alcohol = PlayerStats.alcohol; weaponCamera.BlockCount = 512.0f - (alcohol / PlayerStats.GetAlcoholLimit()) * 384.0f; tick += Time.deltaTime; if (tick > 0.25f) { tick -= 0.25f; if (PlayerStats.healTime > 0.0f) { PlayerStats.Heal(healPerTick); } PlayerStats.RemoveHealTime(0.25f); } // At one point I want to check the type of the ground and if the player is grounded. if (character.velocity.magnitude >= 1.0f && !footsteps.isPlaying) { footsteps.Play(); } else if (character.velocity.magnitude < 1.0f && footsteps.isPlaying) { footsteps.Stop(); } // I update the randomness here. FakeControls.Update(); FakeControls.SetRandomness(alcohol / PlayerStats.GetAlcoholLimit() * 0.5f); }