private void Update() { if (ThePlayer.IsAlive() && !Level.AtCaveEnd()) { AddDistanceFromTime(Time.deltaTime); } if (PlayerController.State == GameStates.Normal && Level.AtCaveEnd()) { ThePlayer.CaveEndReached(); } }
private IEnumerator UpdateResumeTimer() { float waitTime = Level.GameMenu.RaiseMenu(); yield return(new WaitForSeconds(waitTime)); _resumeTimerStart = Time.time; while (ThePlayer.IsAlive() && _resumeTimerStart + ResumeTimer - waitTime > Time.time) { float timeRemaining = _resumeTimerStart + ResumeTimer - Time.time; Level.GameHud.SetResumeTimer(timeRemaining); yield return(null); } ResumeGameplay(); }