// Update is called once per frame void Update() { if (AbilitiesInput.EarthQuakeDestroy == true) { //AbilitiesInput.EarthQuakeDestroy = false; Destroy(gameObject); ShakeBehaviour.StopShake(); } QuakeCollider.radius += GrowthRate * Time.deltaTime; //öka storleken på jordbävning lite varje frame }
void Update() { if (SecondScore < Time.time && AssistantBehaviour.Tutorial == false) { ScoreManaging.AddScore(1); SecondScore = Time.time + 1; } if (ProgressBar.fillAmount < 0.60f) { Bar.color = Stage01; } if (ProgressBar.fillAmount > 0.60f && ProgressBar.fillAmount < 0.75f) { Bar.color = Stage02; } if (ProgressBar.fillAmount > 0.75f) { Bar.color = Stage03; } if (DEVSWITCH == false) { ProgressBar.fillAmount = ProgressPool; if (ProgressPool >= 1) { DestoryDisasters(); ShakeBehaviour.StopShake(); PlayerWin = false; GameEnd = true; Time.timeScale = 0; StartCoroutine(switchScene()); } if (ProgressPool < 0) { DestoryDisasters(); ShakeBehaviour.StopShake(); if (added == false) { ScoreManaging.AddScore(5000); added = true; } PlayerWin = true; GameEnd = true; Time.timeScale = 0; StartCoroutine(switchScene()); } } }