// Update is called once per frame protected override void Update () { if (GameManager.instance.IsPlaying) { _currentanimSafeTimer = 0f; for (int i = 0; i < m_ListofPlayers.Count; i++) { if (m_Controls._Start[i]) { SwitchPauseState(); m_ControllingPlayer = i; m_DelayManager.CoroutineDelay(Database.instance.MenuInputDelay, true); } } } else if (GameManager.instance.IsPaused && _animState == MenuAnimState.Usable) { if (m_DelayManager.CanShoot && BackPressed) { PauseResume(); } if (m_DelayManager.CanShield && !m_inConfirm && m_Controls.Y[m_ControllingPlayer] != 0) { SetNextActive(m_Controls.Y[m_ControllingPlayer]); } if (m_DelayManager.CanShoot && m_Controls.Confirm[m_ControllingPlayer]) { Activate(); } if (m_DelayManager.CanShoot && m_inConfirm && m_Controls.Cancel[m_ControllingPlayer]) { CancelConfirm(); } } else if (GameManager.instance.IsPaused) { _currentanimSafeTimer += Time.unscaledDeltaTime; if (_currentanimSafeTimer > _animSafeTimer) { ResetAnimatorBool("GoUp", false); ChangePanelState(); } } else { _currentanimSafeTimer = 0f; } }
private void RoundActivate() { SoundManager.PlaySFX(Database.instance.MenuClickName); m_ListOfButtones[m_currentSelection].onClick.Invoke(); m_DelayManager.CoroutineDelay(Database.instance.MenuInputDelay, false); }