// Update is called once per frame void Update() { timer -= Time.deltaTime; if (timer <= 0) { if (UnityEngine.Input.anyKeyDown) { loadLevel.LoadLevelX(0); } } }
public override void UpdateGame() { // update dudes m_player.UpdateCharacter(); if (m_player.IsAlive() == false) { loadLevel.LoadLevelX(0); } if (levelComplete) { Debug.Log("Level Complete"); } foreach (Character p in m_characters) { p.UpdateCharacter(); } }
public override void UpdateGame() { m_player.isSuspicious = false; //if (Input.Mapper.IsPressed(Input.Action.Action1) == Input.Type.Hold) if (UnityEngine.Input.GetButton("Attack")) { //Debug.Log("Action 1"); PlayerEatPeople(); } else { PlayerStopEatingPeople(); // bad vampire m_timeSincePersonIsBeingEaten = 0f; m_player.isEatingPeople = false; } if (UnityEngine.Input.GetButtonDown("Invisibility") & !m_player.isEatingPeople) { m_player.PlayerBecomeInvisible(); } if (UnityEngine.Input.GetButtonUp("Invisibility") & !m_player.isEatingPeople) { m_player.PlayerBecomeVisible(); } else if (UnityEngine.Input.GetButtonUp("MindBlast") & !m_player.isEatingPeople) { Debug.Log("Action 3"); PlayerKillFromDistance(); m_player.SetBloodPoolReserve(0.0f); } else if (UnityEngine.Input.GetButton("MindBlast") & !m_player.isEatingPeople) { if (PlayerLockToKillFromDistance()) { m_player.SetBloodPoolReserve(m_player.m_bloodSpentToKillFromDistance); } else { m_player.SetBloodPoolReserve(0.0f); } } if (m_player.isEatingPeople) { m_playerController.canMove = false; } else { m_playerController.canMove = true; } // update dudes m_player.UpdatePlayer(); if (m_player.isAlive == false) { loadLevel.LoadLevelX(0); } levelComplete = true; foreach (var p in m_targets) { if (p.GetIsAlive()) { levelComplete = false; } } if (levelComplete) { Debug.Log("Level Complete"); if (m_timeSinceWin > m_timeBeforeWin) { loadLevel.LoadLevelX(1); } else { m_timeSinceWin += Time.deltaTime; } } else { m_timeSinceWin = 0; } foreach (Person p in m_targets) { p.UpdatePerson(); } foreach (Person p in m_people) { p.UpdatePerson(); } }