void Update() { // Stop our timers when power and abilities are done being used if (IsPowerActive()) { curValue = Mathf.Max(curValue - ((maxValue / powerDuration) * Time.deltaTime), 0); if (abilityCooldownTimer.IsTimeUp()) { abilityCooldownTimer.StopTimer(); } if (curValue <= 0) { isPowerActive = false; abilityCooldownTimer.StopTimer(); } } }
/* * Called when the ragdoll is done bringing the body parts back together. */ public void OnBodyRevived() { reviveTimeout.StopTimer(); isReviving = false; IsDead = false; collider.enabled = true; PigmentBody body = (PigmentBody)playerGeo.GetComponent <PigmentBody> (); body.RestoreBody(); DoBlockClearExplosion(); GameManager.Instance.OnReviveDone(); }