// Update is called once per frame void Update() { if (m_enabled == false) { return; } if (ControllerInterface.GetKeyDown("start")) { m_enabled = false; ChangeScene(); } }
void UpdateSelector() { //First pass if (m_selector == -1) { m_selector = 0; } if (ControllerInterface.GetKeyDown("right")) { m_selector++; lockSelectionTimer += lockSelectionDelay; } else if (ControllerInterface.GetKeyDown("left")) { m_selector--; lockSelectionTimer += lockSelectionDelay; } else if (ControllerInterface.GetKeyDown("down")) { foreach (VirtualSelector selector in m_currentSelectables) { selector.DownAction(); } lockSelectionTimer += lockSelectionDelay; if (m_selector == 2) { m_playersCounter--; m_playersCounter = Mathf.Clamp(m_playersCounter, 2, 4); PlayersText.text = m_playersCounter.ToString(); } } else if (ControllerInterface.GetKeyDown("up")) { foreach (VirtualSelector selector in m_currentSelectables) { selector.UpAction(); } lockSelectionTimer += lockSelectionDelay; if (m_selector == 2) { m_playersCounter++; m_playersCounter = Mathf.Clamp(m_playersCounter, 2, 4); PlayersText.text = m_playersCounter.ToString(); } } else if (ControllerInterface.GetKeyDown("validate")) { if (m_selector == 3) { StartGame(); } lockSelectionTimer += lockSelectionDelay; } if (m_selector > m_maxSelectables) { m_selector = 0; } if (m_selector < 0) { m_selector = m_maxSelectables; } }