public void Update(float deltaTime) { UpdateProjSpecific(deltaTime); if (LinearVelocity.X > 500.0f) { //DebugConsole.ThrowError("CHARACTER EXPLODED"); body.ResetDynamics(); body.SetTransform(character.SimPosition, 0.0f); } if (inWater) { body.ApplyWaterForces(); } if (isSevered) { severedFadeOutTimer += deltaTime; if (severedFadeOutTimer > SeveredFadeOutTime) { body.Enabled = false; } } if (character.IsDead) { return; } SoundTimer -= deltaTime; }
public void Update(float deltaTime) { UpdateProjSpecific(deltaTime); if (inWater) { body.ApplyWaterForces(); } if (isSevered) { severedFadeOutTimer += deltaTime; if (severedFadeOutTimer >= SeveredFadeOutTime) { body.Enabled = false; } else if (character.CurrentHull == null && Hull.FindHull(WorldPosition) != null) { severedFadeOutTimer = SeveredFadeOutTime; } } if (attack != null) { attack.UpdateCoolDown(deltaTime); } }
public void Update(float deltaTime) { if (LightSource != null) { LightSource.ParentSub = body.Submarine; } if (!character.IsDead) { damage = Math.Max(0.0f, damage - deltaTime * 0.1f); } if (burnt > 0.0f) { Burnt -= deltaTime; } if (LinearVelocity.X > 500.0f) { //DebugConsole.ThrowError("CHARACTER EXPLODED"); body.ResetDynamics(); body.SetTransform(character.SimPosition, 0.0f); } if (inWater) { body.ApplyWaterForces(); } if (character.IsDead) { return; } soundTimer -= deltaTime; //if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding) //{ // Game1.particleManager.CreateParticle( // !inWater ? "blood" : "waterblood", // SimPosition, Vector2.Zero); //} }
public void Update(float deltaTime) { UpdateProjSpecific(deltaTime); if (inWater) { body.ApplyWaterForces(); } if (isSevered) { severedFadeOutTimer += deltaTime; if (severedFadeOutTimer > SeveredFadeOutTime) { body.Enabled = false; } } if (attack != null) { attack.UpdateCoolDown(deltaTime); } }