private void UpdateZapAmount() { int particleEmmision = Mathf.CeilToInt(DeanUtils.Map(Time.time, m_LastSpeedBoostTime, m_LastSpeedBoostTime + m_SpeedBoostDelay, 0, 7)); ParticleSystem.EmissionModule module = m_ZapSystem.emission; module.rateOverTime = particleEmmision; }
void UpdateUI() { float normalizedEnergy = DeanUtils.Map(m_CurrentEnergy, 0, m_TotalEnergy, 0.0f, 1.0f); GameManager.m_Singleton.m_UIManager.SetEnergyBarValue(normalizedEnergy); }