void UpdateKey() { Up.text = sv.GetUp().ToString(); Down.text = sv.GetDown().ToString(); Left.text = sv.GetLeft().ToString(); Right.text = sv.GetRight().ToString(); Mirror.text = sv.GetMirror().ToString(); }
// Update is called once per frame void Update() { if (SecondDaruma) { if (Input.GetKeyDown(sv.GetMirror())) { KeyCode LeftTemp, RightTemp, UpTemp, DownTemp; LeftTemp = Right; RightTemp = Left; UpTemp = Down; DownTemp = Up; Right = RightTemp; Left = LeftTemp; Up = UpTemp; Down = DownTemp; switched = !switched; } } }
private void PauseMenu() { if (Input.GetKeyDown(KeyCode.Escape)) { pausemenu = !pausemenu; } if (pausemenu) { GameUI.SetActive(false); GamePause.SetActive(true); GameObject.Find("MovementsText").GetComponent <TextMeshProUGUI>().text = "Movements: " + '\n' + sv.GetUp() + sv.GetLeft() + sv.GetDown() + sv.GetRight(); GameObject.Find("InvertMovements").GetComponent <TextMeshProUGUI>().text = "Invert Movements: " + '\n' + sv.GetMirror(); } else { GameUI.SetActive(true); GamePause.SetActive(false); } }