void Update() { if (Time.timeScale != 0.0f) { if (Input.GetKey(KeyCode.Space)) { Time.timeScale = 5.0f; } else { Time.timeScale = 1.0f; } } if (m_state != null) { if (Input.GetKeyDown(KeyCode.Escape)) { m_state.BackButtonPressed(); } m_state.Update(); return; } }
// Update is called once per frame void Update() { // if I'm the server, regulate gameplay events. if (PhotonNetwork.isMasterClient) { // if a new state has been assigned by the state machine // create and init new state, send message to clients to change states if (m_NextStateType != m_CurrentState.GetCurrentStateType()) { //Debug.Log("Server says: Changing state!"); photonView.RPC("SetGameplayState", PhotonTargets.Others, new object[] { (int)m_NextStateType, PhotonNetwork.time }); SetGameplayState((int)m_NextStateType, PhotonNetwork.time); } } // update correct state m_CurrentState.Update(); }
// Update is called once per frame void Update() { if (!mAudioSources[song].isPlaying) { song = Random.Range(0, 3); mAudioSources[song].Play(); } if (mSpawningPlayers) { mSelectionMenu.Update(); } else if (mGameplay) { mGameplayState.Update(); } // Keep time. }