<commit_before>﻿using UnityEngine;

/// <summary>
///   Damages humans inside.
/// </summary>
public class Pot : MonoBehaviour {

  public void Awake() {
    // get manager
    _levelManager = GameObject.Find("LevelManager").GetComponent<LevelManager>();
  }

  public void Update() {
    // get all humans
    var overlaps = Physics2D.OverlapAreaAll((Vector2) transform.position + DamageAreaMin,
                                            (Vector2) transform.position + DamageAreaMax,
                                            HumanLayer);

    foreach (var overlap in overlaps) {
      var sinner = overlap.GetComponent<Sinner>();

      // if human
      if (sinner) {
        // apply pain
        sinner.PhysicalPain += Time.deltaTime * _levelManager.PainMultiplier;
      }
    }
  }
<commit_msg>Changed pot to hurt every second<commit_after>﻿using System.Collections;
using UnityEngine;

/// <summary>
///   Damages humans inside.
/// </summary>
public class Pot : MonoBehaviour {

  public void Awake() {
    // get manager
    _levelManager = GameObject.Find("LevelManager").GetComponent<LevelManager>();
  }

  public void Start() {
    // start hurting
    StartCoroutine(Hurt());
  }

  public IEnumerator Hurt() {
    // get all humans
    var overlaps = Physics2D.OverlapAreaAll((Vector2) transform.position + DamageAreaMin,
                                            (Vector2) transform.position + DamageAreaMax,
                                            HumanLayer);

    foreach (var overlap in overlaps) {
      var sinner = overlap.GetComponent<Sinner>();

      // if human
      if (sinner) {
        // apply pain
        sinner.PhysicalPain += _levelManager.PainMultiplier;
      }
    }

    // wait
    yield return new WaitForSeconds(1);

    // repeat
    StartCoroutine(Hurt());
  }

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