private void FixedUpdate() { if (isHealingFullMeditation) { if (targetLighthHealth < initialLightHealth) { targetLighthHealth = Mathf.Clamp(targetLighthHealth + meditationIncreasingStep, 0f, initialLightHealth); managerUI.UpgradeTargetHealthBar(targetLighthHealth); } else { isHealingFullMeditation = false; } } if (currentLightHealth != targetLighthHealth) { if (currentLightHealth < targetLighthHealth) { currentLightHealth = targetLighthHealth; } else { currentLightHealth -= healthChangeStepDecrease; } managerUI.UpgradeCurrentHealthBar(currentLightHealth); } if (lightsArea[0].range > rangeTarget) { foreach (Light light in lightsArea) { light.range -= decreasingStepLight; } foreach (Light light in lightsCharacter) { light.range -= decreasingStepLight; } } if (isDead) { cinemachineCam.SmoothlyResetCamStats(0.1f, 0.1f, 0.1f); } }
private void FixedUpdate() { //Just normal restoring camera state if (finishedAttackSequence && !playerCamera.IsCameraDefaultState() && !isCastGoing) { playerCamera.SmoothlyResetCamStats(0.02f, 0.02f, 0.1f); } //Decreasing camera distance for AOE spell if (playerCamera.IsChangingCameraDist() && playerCamera.GetCameraDistanceFromPlayer() > 5f) { if (isAttackGoing) { playerCamera.ChangeVirtualCameraStat(currentWeapon.GetAmplitudeVC(), 3, 3); } else if (isCastGoing) { playerCamera.ChangeVirtualCameraStat(0.4f, 3, 3); } } }