// Update is called once per frame public override void Update() { base.Update(); timeSinceStart += Time.deltaTime; if (timeSinceStart > delay) { ClearAsteroids(); if (input.getInputPresence()) { player.health -= intensity * Time.deltaTime * damageMod; } if (!spawned) { GameObject.Instantiate(solarFlareVisual); spawned = true; } } if (timeSinceStart > delay - 1 && !warning.transform.GetChild(0).gameObject.activeInHierarchy) { SetWarningShown(true); sound.PlaySound(SoundManager.SoundID.SID_SOLAR_FLARE_PHASE); } if (timeSinceStart > delay + duration) { sound.PlaySound(SoundManager.SoundID.SID_SOLAR_FLARE_CLEAR); SetWarningShown(false); Destroy(gameObject); } }