// Update is called once per frame void FixedUpdate() { if (Input.GetButtonDown("ActionP" + playerNum)) { if (skillId >= 0) { skill.Cast(); } } if (fireSpeedTimer > 0) { fireSpeedTimer -= Time.fixedDeltaTime; } if (fireSpeedTimer <= 0) { if (Input.GetButton("FireP" + playerNum)) { weapon.GetComponent <Weapon>().Fire(); fireSpeedTimer = fireSpeed; } } if (arenaManager.gameEnded == false) { if (health <= 0) { if (arenaManager.gameEnded == false) { arenaManager.EndGame(playerNum); arenaManager.gameEnded = true; gameObject.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Arena/Sprites/death"); gameObject.GetComponent <SpriteRenderer>().sortingOrder = 25; canMove = false; Destroy(GetComponent <CircleCollider2D>()); } } } if (canMove) { Move(); } }
IEnumerator Death() { arenaManager.EndGame(); cam.aimLocked = true; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; Instantiate(deathSystem, transform.position, Quaternion.Euler(-90f, 0f, 0f)); float t = Time.time; while (Time.time - t < 1.5) { foreach (MeshRenderer mesh in componentRenderers) { mesh.material.SetFloat("_Dissolve", mesh.material.GetFloat("_Dissolve") + Time.deltaTime * 0.5f); } yield return(null); } yield return(new WaitForSeconds(3)); uiManager.PlayerDeath(); }