// Update is called once per frame void Update() { GRATE = GrowthRate(); CauseDeath cd = CauseDeath.None; if (water <= waterLowDead) { cd = CauseDeath.WaterLow; } else if (water >= waterHighDeath) { cd = CauseDeath.Waterhigh; } else if (temp >= tempHighDead) { cd = CauseDeath.TempHigh; } else if (temp <= tempLowDead) { cd = CauseDeath.TempLow; } if (cd != CauseDeath.None) { Die(cd); } Grow(growth * GrowthRate() * Time.deltaTime, waterBaseConsumption * Time.deltaTime); if (temp >= 0) { water -= tempWaterUsagePerDeg * Time.deltaTime * temp; } }
void Die(CauseDeath cd) { if (dataProvider == null) { return; } dataProvider.GetComponent <DataProvider>().cause = cd; UnityEngine.SceneManagement.SceneManager.LoadScene("GameOver"); }