// Update is called once per frame void Update() { if (pauseUI.activeSelf) { Time.timeScale = 0f; } abc = pauseUI.activeSelf; if (FPSCon.GetComponent <MyStatus>().GetHp() > 0) { if (Input.GetKeyDown(KeyCode.Escape) && !SettingScript.Settingpause()) { if (!GametoTitle.GetNoMove()) { // ポーズUIのアクティブ、非アクティブを切り替え pauseUI.SetActive(!pauseUI.activeSelf); } // ポーズUIが表示されてる時は停止 if (pauseUI.activeSelf) { Time.timeScale = 0f; // ポーズUIが表示されてなければ通常通り進行 } else { Time.timeScale = 1f; } } } }
// Update is called once per frame private void Update() { // if (Input.GetKey(KeyCode.Return)) // { m_MouseLook.Init(transform, m_Camera.transform); // //m_Camera.transform.rotation = Quaternion.identity; // } if (!PauseScript.pause() && !SettingScript.Settingpause()) { if (FPSCon.GetComponent <MyStatus>().GetHp() > 1) { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } } }