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- void CheckStatusEffect() {
- if (isParalyzed == true) {
- paralyzedEffectTimer -= Time.deltaTime;
- if (paralyzedEffectTimer <= 0f) {
- isParalyzed = false;
- paralyzedEffectTimer = paralyzedStatusDuration;
- }
- //Do Paralyze thing here;
- if (checkingParalyze == true) {
- return;
- } else {
- StartCoroutine ("CheckParalyze");
- }
- }
- }
- IEnumerator CheckParalyze() {
- checkingParalyze = true;
- if (Random.Range (0, 100) <= paralyzeChance) {
- Debug.Log ("Paralyzed!");
- speed = 0f;
- yield return new WaitForSeconds (2f * Time.deltaTime);
- speed = startSpeed;
- checkingParalyze = false;
- } else {
- Debug.Log ("Not Paralyzed");
- yield return new WaitForSeconds (2f * Time.deltaTime);
- checkingParalyze = false;
- }
- }
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