private void StopAll() { bloodRainController.Reset(); // You can stop and clear effects by Refresh () splashInRain.StopImmidiate(); splashOutRain.StopImmidiate(); frozenRain.StopImmidiate(); splashInAudio.Stop(); splashOutAudio.Stop(); damageAudio.Stop(); windAudio.Stop(); }
private void FixedUpdate() { if (m_TextMeshPro.text != "") { float remainingTime = float.Parse(m_TextMeshPro.text); if (Mathf.Abs(remainingTime - Mathf.FloorToInt(remainingTime)) < 0.05f) { bloodRainController.Attack(30); } } else { bloodRainController.Reset(); } }
IEnumerator WaitingForRegen() { yield return(new WaitForSeconds(10f)); bloodRainController.Reset(); bloodRainController.HP = 100; health = 100; localHealth = 100; }