Пример #1
0
    // Update is called once per frame
    private void Update()
    {
        //if the player is tired, show the overlay
        if (vitals.getEnergy() < 50.0f)
        {
            inTiredState = true;

            float calcAlpha = (1.0f / 50.0f) * (50.0f - vitals.getEnergy());

            energyOverlay.color = new Color(energyOverlay.color.r, energyOverlay.color.g, energyOverlay.color.b, calcAlpha);

            //lower the player speed based on the energy
            playerController.modifyNormalSpeed(normalSpeed - ((50 - vitals.getEnergy()) / 22));
            playerController.modifySprintSpeed(sprintSpeed - ((50 - vitals.getEnergy()) / 22));
        }
        else if (vitals.getEnergy() >= 50.0f && inTiredState)
        {
            inTiredState = false;

            //reset some values back to their original state
            playerController.modifyNormalSpeed(normalSpeed);
            playerController.modifySprintSpeed(sprintSpeed);
            vitals.setEnergy(50.0f, true);

            destroyScript();
        }

        //if the player is hyper
        if (vitals.getEnergy() > 50.0f)
        {
            inHyperState = true;

            FPPCamera.fieldOfView = initialFOV + vitals.getEnergy() / 8.0f;

            //increase the player speed as they get more hyper
            playerController.modifyNormalSpeed(normalSpeed + (vitals.getEnergy() / 12));
            playerController.modifySprintSpeed(sprintSpeed + (vitals.getEnergy() / 12));

            //slowly lower the speed to a normal value
            vitals.setEnergy(((50.0f / reduceEnergySpeed) * Time.deltaTime) * -1);
        }
        else if (vitals.getEnergy() <= 50.0f && inHyperState)
        {
            inHyperState = false;

            //reset some values back to their original state
            FPPCamera.fieldOfView = initialFOV;
            playerController.modifyNormalSpeed(normalSpeed);
            playerController.modifySprintSpeed(sprintSpeed);
            vitals.setEnergy(50.0f, true);

            destroyScript();
        }
    }