// Update is called once per frame void Update() { // reset whole game - DEBUG if (GameManager.Instance.DebugMode && PlayerControllerState.ButtonDownBack) { GameManager.Instance.ResetWholeGame(); } // hide player if (GameManager.Instance.PlayingState == PlayingState.DisplayingScore) { Hide(); //Activate the spawn point to make sure that everyone will be able to spawn. ChosenSpawn.SetActive(true); } // tell game manager that I am ready if (GameManager.Instance.PlayingState == PlayingState.WaitingForEverbodyToGetReady) { PlayerReady(); } // playing loop if (GameManager.Instance.PlayingState == PlayingState.Playing || GameManager.Instance.PlayingState == PlayingState.PraticeMode) { playerAim.AimUpdate(); playerMove.MoveUpdate(); playerJump.JumpUpdate(); if (GameManager.Instance.DebugMode && GameManager.Instance.PlayingState == PlayingState.Playing) { // kill myself - DEBUG if (PlayerControllerState.ButtonDownY) { StartCoroutine(Die()); } } } // go from practice mode to game, or from show score to game if (PlayerControllerState.ButtonDownStart) { switch (GameManager.Instance.PlayingState) { case PlayingState.TalkingBeforeControllerCalibration: case PlayingState.ControllerCalibration: GameManager.Instance.SkipTutorialAndGoToWait(); GameManager.Instance.ResetLevel(); break; case PlayingState.PraticeMode: GameManager.Instance.ResetLevel(); break; case PlayingState.DisplayingScore: Application.LoadLevel(0); break; /*default: * GameManager.Instance.Pause(); * break;*/ } } if (PState != PlayerState.Alive && GameManager.Instance.PlayingState == PlayingState.Playing) { float lerp = Mathf.PingPong(Time.time, RespawnBlinkRate) / RespawnBlinkRate; if (BodyRenderer != null) { BodyRenderer.material.color = Color.Lerp(pMat.color, Color.white, lerp); BodyRenderer.materials[1].color = Color.Lerp(pMat.color, Color.white, lerp); } else { renderer.material.color = Color.Lerp(pMat.color, Color.white, lerp); } if (HelmetRenderers[0] != null) { for (int i = 0; i < HelmetRenderers.Length; i++) { // removed by Gustav //HelmetRenderers[i].material.color = Color.Lerp(originalHelmetColors[i], Color.white, lerp); } } respawnIdleTimer -= Time.deltaTime; //Make sure the player can't aim playerAim.TurnOffAim(); } else { if (BodyRenderer != null) { BodyRenderer.material.color = pMat.color; BodyRenderer.materials[1].color = pMat.color; } else { renderer.material.color = pMat.color; } if (HelmetRenderers[0] != null) { for (int i = 0; i < HelmetRenderers.Length; i++) { // removed by Gustav //HelmetRenderers[i].material.color = originalHelmetColors[i]; } } } }