public void onLanding(float fallSpeed)
{
if (isSwimming == false)
{
float fallspeedAdjusted = fallSpeed - ((float)PlayerSkills.GetSkill(Skills.SkillAcrobat) * 0.13f);
//Do stuff with acrobat here. In the mean time a flat skill check.
if (fallspeedAdjusted >= 3.5f)
{
//Debug.Log("Fallspeed = " + fallSpeed + " adjusted down to " + fallspeedAdjusted) ;
ApplyDamage(Random.Range(1, 5)); //TODO:As a function of the acrobat skill versus fall.
}
aud.clip = GameWorldController.instance.getMus().SoundEffects[0];
aud.Play();
}
}