void Update() { // Pausing if (Keybinds.EscapeDown() && !PauseMenu.IsPaused) { PauseMenu.Pause(); } // On pressing COIN button if (Keybinds.WithdrawCoinDown() && lastCoinThrowTime + coinCooldown < Time.time) { lastCoinThrowTime = Time.time; // If jump button had also been held, throw coin downward and target it. //if (Keybinds.Jump()) { // IronSteel.AddTarget(CoinHand.SpawnCoin(transform.position + feet), false); //} else { // If only pressing the COIN button, draw a coin into hand IronSteel.AddTarget(CoinHand.WithdrawCoinToHand(), false); //} } }
// Reset certain values as the player enters a new scene public void ReloadPlayerIntoNewScene(int scene) { movementController.Clear(); IronSteel.Clear(); CoinHand.Clear(); }