override protected void FireResponse() { if (Stims.Contains(Stimulant.Fire)) { return; // Already on fire } GetComponent <MeshRenderer>().material.color = albedoOnFire; StartCoroutine(addStimDelayed(timeUntilFireContagion, Stimulant.Fire)); }
override protected void WaterResponse() { GetComponent <MeshRenderer>().material.color = initialAlbedo; Stims.Remove(Stimulant.Fire); StopCoroutine("addStimDelayed"); // Temporary - Stops delayed Fire stim but also all other delays }
private void UseStims(Stims stims) { _player.Health += stims.PlusHealth; _player.Lives += stims.ReviveChip; }