void CheckForAbility(GameObject ability, float breath, float breathSaving) { if (playerInputController.currentAbility != null) { if (playerInputController.currentAbility.name == ability.name) { uiBar.DecreaseBreath(breath - breathSaving); } else { uiBar.DecreaseBreath(breath); } } }
void FixedUpdate() { if (state == State.Moving) { playerMovement.Move(movement.normalized); } if (!uiBar.isWaiting) { if (!uiBar.isChanging) { uiBar.DecreaseBreath(-.5f); } else { uiBar.DecreaseBreath(-.15f); } } }