void Update() { if (levelStarted) { levelIndicator.text = string.Format("Level: {0}", level); time += Time.deltaTime; if (shipFuel.GetFuelAmount() <= 0f) { fuelTimerGameOverDelay -= Time.deltaTime; } if (fuelTimerGameOverDelay <= 0f) { GameOver(); fuelTimerGameOverDelay = 2.0f; } } if (shipFuel.GetFuelAmount() <= 0) { fuelText.enabled = true; } else { fuelText.enabled = false; } shipHealth.value = (shipMovement.GetShipHealth()) / shipMovement.maxShipHealth; healthText.text = string.Format("Health: {0:#.0} %", ((shipMovement.GetShipHealth()) / shipMovement.maxShipHealth) * 100); }
float CalculateAngle() { float shipRemainingFuel = shipFuel.GetFuelAmount(); float angleCoeff = GetAngleCorrespondance(shipFuel.initialFuel, 120f); float angle = shipRemainingFuel * angleCoeff; // 0.6f for 200f return(60.0f - angle); }
void FixedUpdate() { // As long as there is enough fuel, one can control the ship if (shipFuel.GetFuelAmount() > 0f) { Ship_Movement(); } // Check for ship health here CheckForShipHealth(); if (shipFuel.GetFuelAmount() <= 0f) { shipPropulsionEffect.SetActive(false); } else { shipPropulsionEffect.SetActive(true); } }