// Update is called once per frame void Update() { if (control.EnableLongTap) { pressedTime = control.GetPlayerInput().TouchTime; UpdateMask(); } }
IEnumerator Record() { while (gameObject != null) { int z = control.GetPlayerInput().SameTimeTap ? 1 : 0; Vector3 recordTmp = new Vector3(transform.position.x, transform.position.y, z); recordList.Add(recordTmp); yield return(null); } }
private void SetupStateShot() { State state = State.Shot; Action <State> enter = (prev) => { MoveIn(shotCanvas); blackControl.EnableShot = true; }; Action update = () => { if (blackControl.HasShot) { nextButton.SetActive(true); } }; Action <State> exit = (next) => { MoveOut(shotCanvas); nextButton.SetActive(false); blackControl.GetPlayerInput().ResetTouchTime(); }; stateMachine.Add(state, enter, update, exit); }
IEnumerator Spawn() { yield return(null); while (true) { if (control.GetPlayerInput().TouchTime < control.timeNeedDodge) { yield return(null); } else { Instantiate(bulletPrefab, transform.position, Quaternion.identity); yield return(new WaitForSeconds(1.5f)); } } }