// Update is called on fixed time intervals. private void FixedUpdate() { // Should elevator start counting and not started counting yet? if (GameManager.ElevatorCounting == true && _ElevatorStartedCounting == false) { // Yes. _ElevatorStartedCounting = true; _TickerCounter.ReSetTickCounter(1); } // Is time to resetCountdown? if (_TickerCounter.IsItTimeToCalculate() == true) { // Decrease the oxigen, if above zero. if (GameManager.CurrentAirBubbles > 0) { // Is elevator counting? if (GameManager.ElevatorCounting == true) { // Yes. GameManager.CurrentAirBubbles -= 2; GameManager.AddAirScore(); } else { GameManager.CurrentAirBubbles--; } _IsTimeToDraw = true; } else { // Is elevator counting? if (GameManager.ElevatorCounting == true) { // Yes. // Chage state to level compete. GameManager.LevelCompleted = true; } else { // No. // In this case, player died. _SoundSource.PlayOneShot(_DeathSound); GameManager.PlayerIsDead = true; } } } }
// Fixed update is called on fixed time intervals. private void FixedUpdate() { if (GameManager.IsGamePaused == false) { // Is time to resetCountdown? if (_TickerCounter.IsItTimeToCalculate() == true) { // Yes. // Get random sunbeam: 1 to 7. _NextSunbeam = Mathf.FloorToInt(Random.Range(1.0f, 7.99f)); // Get random tick count: from 4 to 45. _TickerCounter.ReSetTickCounter(Mathf.FloorToInt(Random.Range(4.0f, 45.99f))); _IsTimeToDraw = true; } } }