private void DamageCameraShake() { SpringArm.GetInstance().DoShakeCamera(0.5f, 0.1f); float intensity = (HeroCharacter.GetInstance().CurrentHealth % 3 == 0) ? 1f : 0.3f; //If the heart piece is the last in the container(3 pieces), //then the screen flashes with more intensity DoFlashOverlay(1f, intensity); }
public override void OnSpawn() { base.OnSpawn(); Invoke("CleanProjectile", fLifeSpan); //Clean from scene after delay if (owner == Owner.PLAYER_UNIT) { SpringArm.GetInstance().DoShakeCamera(0.1f, 0.1f); } moveDir = transform.forward; //default value if we fail to set it in the weapon }