2019-10-06 15:44:41 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Disappear : MonoBehaviour
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{
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2019-10-07 11:44:26 +00:00
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protected float _health;
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2019-10-06 15:44:41 +00:00
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protected Particle particle;
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2019-10-07 11:44:26 +00:00
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public float Health {
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get {
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return _health;
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}
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}
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2019-10-06 15:44:41 +00:00
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protected void Awake() {
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particle = GetComponent<Particle>();
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}
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2019-10-06 17:04:47 +00:00
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protected void Start() {
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2019-10-06 15:44:41 +00:00
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ResetTimer();
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}
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public void ResetTimer() {
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2019-10-07 11:44:26 +00:00
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_health = 1f;
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2019-10-06 15:44:41 +00:00
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}
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2019-10-06 17:04:47 +00:00
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protected void Update() {
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2019-10-07 11:44:26 +00:00
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_health -= Mathf.Pow(particle.gameController.particleDurationConstant, particle.gameController.maxTierPresent - particle.Tier - 4) * Time.deltaTime;
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2019-10-06 15:44:41 +00:00
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2019-10-07 11:44:26 +00:00
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if(_health < 0) {
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2019-10-06 15:44:41 +00:00
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Destroy(this.gameObject);
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}
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}
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}
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