public void HandlePowerDown(PowerDownEvent e) { glitchEffect = FindObjectOfType <GlitchEffect>(); glitchEffect.enabled = true; glitchEffect.overallIntensity = powerDownGlitchIntensitay; FMODUnity.RuntimeManager.PlayOneShot("event:/SFX/Xtra_SFX/Fail_State"); StartCoroutine(FadeOut()); }
private void OnPowerDownEvent(PowerDownEvent e) { StartCoroutine(LerpPowerDownModifier(powerDownModifier, 0f, slowingDuration)); }