private void checkAlienation() { if (MainMain.isAlienationPhase()) { // we are alienated right now if (alienationStopWatch != null && alienationStopWatch.isRunning()) { long myAlienationDuration = (int)((Convert.ToSingle(MainMain.secondsOfChildAlienation) * 1000.0f) + (1500.0f * randomFloat(0.0f, 1.0f))); if (alienationStopWatch.execeedesMilliseconds(myAlienationDuration)) { // we gonna end this playSoundOfADyingChild(); destroyGameObjectsParent(body); alienationStopWatch.stop(); isAlienated = true; MainMain.noOfChildrenInAlienation--; } else { // we stay in that phase setGameObjectVisible((randomChanceOccurs(0.5f) ? true : false)); } } // start my alienation else if (MainMain.noOfChildrenInAlienation < 2 && isAlienated == false) { MainMain.noOfChildrenInAlienation++; alienationStopWatch = new MyStopWatch(); setGameObjectVisible(false); } } }
void Update() { if (durationToSoundLiftoff < 0.0f) { durationToSoundLiftoff = randomFloat(minDurationToSound, maxDurationToSound); } if (stopWatch.execeedesMilliseconds((int)durationToSoundLiftoff)) { AudioSource liftoffSound = GetComponent <AudioSource>(); liftoffSound.Play(); durationToSoundLiftoff = -1.0f; stopWatch.reset(); } }
void FixedUpdate() { long currentSecondsCounter = overallStopWatch.getElapsedSeconds(); if (currentSecondsCounter < secondsBeforeSunMovement1) { return; } if (!longerSunShiningStopWatch.isRunning() || longerSunShiningStopWatch.execeedesMilliseconds(700)) { longerSunShiningStopWatch.stop(); float randomIntensity = getRandomIntensity(currentSecondsCounter); setColor(randomIntensity); } moveTheSun(currentSecondsCounter); }