// Update is called once per frame void Update() { if (!gameStarted) { return; } if (bunny.getHealth() <= 0) { SetGameOver(); } time += Time.deltaTime; var currentHealth = (float)bunny.getHealth(); var currentBunnyState = Mathf.CeilToInt(currentHealth / Bunny.FullHealth * 5f); Debug.Log(string.Format("health: {0}, bunnyState: {1}", bunny.getHealth(), currentBunnyState)); if (currentBunnyState != bunnyState) { bunnyState = currentBunnyState; AdjustBunnyState(); AdjustWorldState(); } }
void Update() { if (mainCam == null) { mainCam = Camera.main; } if (mainCam != null && colors != null && bunny != null) { mainCam.backgroundColor = colors.Evaluate(1 - bunny.getHealth() / 100.0f); } }
// private float void Update() { if (isBleeding) { // if (Time.time > nextBallTime){ // SpawnBloodBall(); // nextBallTime = Time.time + ballTimeInterval; // } if (Time.time > nextSpurtTime) { nextSpurtTime = Time.time + spurtInterval; // ParticleSystem.Burst burst = new ParticleSystem.Burst(Time.time, 10); // spurtSystem.emission.SetBursts(new ParticleSystem.Burst[]{burst}); float bloodPower = 100f - bunny.getHealth() + 10f; spurtSystem.emissionRate = bloodPower; boostSystem.emissionRate = bloodPower; // ParticleSystem.EmissionModule emMod = spurtSystem.emission; // ParticleSystem.MinMaxCurve minMaxCurve = emMod.rate; // minMaxCurve.curveScalar = 100f - bunny.getHealth(); // // spurtSystem.emission = emMod; //// emMod.rate.curveScalar = 100f - bunny.getHealth(); //// minMaxCurve.curveScalar = 100 - bunny.getHealth(); // spurtSystem.emission.rate = minMaxCurve; Debug.Log("spurtSystem.emission.rate.curveScalar)"); spurtSystem.Play(); SpawnBloodBall(transform.forward, 4f, bloodPower); // spurtSystem.emission.SetBursts() } } }
public void ApplyEffect(Item item) { if (item.itemEffect == Effect.HEAL) { bunny.increaseHealth(item.amount); } if (item.itemEffect == Effect.SPEED) { StartCoroutine(SpeedPickup(item.amount)); } if (item.itemEffect == Effect.REDUCEBLEED) { StartCoroutine(ReduceBleedSpeed(item.amount)); } Debug.Log("Health: " + bunny.getHealth() + ", Speed: " + bunny.speed); item.gameObject.SetActive(false); }
// Update is called once per frame void Update() { // Debug.Log("IsPlaying(\"bunny_die\"): " + IsPlaying("bunny_die") + ", BunnyScript.getHealth(): "+ BunnyScript.getHealth()); if (BunnyScript.getHealth() <= 0) { return; } if (Input.GetKeyUp(KeyCode.K)) { anim.Play("bunny_die"); } if (IsPlaying("bunny_die")) { return; } if (BunnyScript.rb.velocity.x > 0) { sr.flipX = false; } else if (BunnyScript.rb.velocity.x < 0) { sr.flipX = true; } if (BunnyScript.isOnGround()) { DoGroundAnimations(); } else { if (BunnyScript.rb.velocity.y < 0) { anim.Play("bunny_jumpFall"); } } }
// Update is called once per frame void Update() { healthBar.value = bunny.getHealth(); }