// Update is called once per frame void Update() { if (_shipCondition.IsSinking() && _fogOn) { _fogOn = false; ToggleFog(_fogOn); } }
void Update() { if (_ship.IsSinking()) { return; } _moveTarget = new Vector3(0, 0, _moveDistance); transform.position = Vector3.MoveTowards(transform.position, new Vector3(0, transform.position.y, _moveTarget.z), _speed); }
public void Tick(ShipCondition ship) { if (ship.IsSinking()) { return; } _time -= Time.deltaTime; _roundTimeUI.Value = (float)_time; if (_time <= 0) { _levelEventManager.SetLevelPlayState(LevelEventManager.LevelPlayState.Won); SceneManager.LoadScene("ScoreScene"); } }
public void Tick() { if (_playerShip.IsSinking()) { _IsPaused = true; } if (_IsPaused) { return; } UpdateAvailableHazards(); if (_easyHazards.Count == 0 && _mediumHazards.Count == 0 && _hardHazards.Count == 0 && _introduction.Count == 0) { Debug.LogError("No hazards"); return; } // Force progressing in tutorial to avoid hard locking the game _tutorialTimer += Time.deltaTime; if (_tutorialMaxDelay < _tutorialTimer) { _introInProgress = false; _tutorialTimer = 0; } _hazardTimer += Time.deltaTime; if (_hazardTimer < _hazardInterval) { return; } _hazardTimer = 0; if (_introduction.Count > 0) { TutorialHazard(); } else { Hazard(); } }