private void Update() { if (!_runtime.LevelPlaying()) { mouseLook.SetCursorLock(false); return; } RotateView(); }
void Update() { if (_runtime.LevelPlaying() && _health < 0) { StartCoroutine(GameOver()); } }
// Update is called once per frame void Update() { if (_runtime.LevelPlaying()) { if (body.velocity.magnitude > threshold || speedUp) { Time.timeScale = highTimeScale; Time.fixedDeltaTime = .02f * Time.timeScale; } else { Time.timeScale = lowTimeScale; Time.fixedDeltaTime = .02f * Time.timeScale; } } }