public override void Update(float deltaTime) { base.Update(deltaTime); if (_collectibleType == CollectibleType.ObjectiveType && MapTile.isOutOfBounds(Position)) { Program.Objects.MainPlayer.ApplyDamage(50); _shouldBeKilledFlag = true; GameState.spawnNewObjective(); } }
public override void Update(float deltaTime) { _OutsideBoardDamageTimer.Update(deltaTime); decideOnMovementTargets(); performTypeUniqueMovements(deltaTime); performMovement(deltaTime); if (HasWeapons) { CurrentWeapon.update(deltaTime); } //damage idiots who go outside the map if (_OutsideBoardDamageTimer.isFinished && MapTile.isOutOfBounds(_body.Position)) { ApplyDamage(OutsideBoardDamageAmount); _OutsideBoardDamageTimer.Reset(); } base.Update(deltaTime); }