private void Awake() { UpdateCurrentAtmosphereLayerValues(atmosphereLayers[currentLayerIndex]); ElapsedTimePersistentObject = GameObject.FindObjectOfType <ElapsedTime>(); ScorePersistentObject = GameObject.FindObjectOfType <Score>(); ElapsedTimePersistentObject.SetElapsedTime(0); ScorePersistentObject.SetScore(0); health = GameObject.FindWithTag("Player").GetComponent <Health>(); pickup = GameObject.FindWithTag("Player").GetComponent <PickupItem>(); health.onTakenDamage += StoppedByHit; health.onDead += Falling; pickup.onPickupItemBoost += Boost; }
public void Falling() { isDead = true; ElapsedTimePersistentObject.SetElapsedTime(-1); StartCoroutine(ReverseSpeed()); }