// Update is called once per frame new void Update() { Duration += Time.deltaTime; if (this.NPeopleInvolved <= 0 && this.DevastationLife <= 0 && this.NAmbulances == 0 && this.NFiretrucks == 0) { //Destroy(this.gameObject); } else { if (this.NAmbulances == 0 && this.NPeopleInvolved >= 1) { this.NAmbulances = -1; MyArea.ReOpenMedicalEmergency(this); } if (this.NFiretrucks == 0 && this.DevastationLife >= 1) { this.NFiretrucks = -1; MyArea.ReOpenDisasterEmergency(this); } if (this.NPeopleInvolved >= 1) { CheckIfDead(); } if (this.DevastationLife > 0) { Regain = Math.Min(regainEnergyPercentage * DevastationLife, MaxRegain); DevastationLife += Regain; var p = UnityEngine.Random.Range(0f, 1f); if (p < 0.8) { AffectedArea += regainEnergyPercentage * AffectedArea; } } IncreaseSeverity(); } }