private void Death() { Lives = 0; var renderers = GetComponentsInChildren <MeshRenderer>(true); foreach (var renderer in renderers) { renderer.sharedMaterial = deathMaterial; } Effects.Blow(transform.position); weapon.gameObject.SetActive(false); Game.Stress(0.7f); }
private void Update() { if (delayTimer > 0) { delayTimer -= Time.deltaTime; return; } if (timer > 0) { timer -= Time.deltaTime; var normalizedTime = timer / flyTime; var centralTime = normalizedTime * 2f - 1f; transform.position = Vector3.Lerp(targetPosition, startPosition, normalizedTime) + Vector3.up * (distance * 0.4f * (1f - centralTime * centralTime)); } else { gameObject.SetActive(false); MechController.BlowMechsInPosition(targetPosition, hitRadius, 1); Effects.Blow(targetPosition); Game.Stress(0.3f); } }