public Inputs.DanceID executeDance () { Inputs.DanceID t = danceID; danceID = Inputs.DanceID.None; return t; }
void Update () { time += Time.deltaTime; Debug.Log("update player"); if (time < (timerbeat * 0.5f) || hasmoved) { return; } Debug.Log("update keys"); Inputs.DanceID _danceID = Inputs.DanceID.None; if (Input.GetKeyDown (keyCodeLeft)) { // left _danceID = inputs.addDirection (Inputs.Direction.Left); position += Vector2.left; moveLeftAnim(); hasmoved = true; } else if (Input.GetKeyDown (keyCodeRight)) { // right _danceID = inputs.addDirection (Inputs.Direction.Right); position += Vector2.right; moveRightAnim(); hasmoved = true; } else if (Input.GetKeyDown (keyCodeUp)) { // up _danceID = inputs.addDirection (Inputs.Direction.Up); position += Vector2.up; moveUpAnim(); hasmoved = true; } else if (Input.GetKeyDown (keyCodeDown)) { // down moveDownAnim(); _danceID = inputs.addDirection (Inputs.Direction.Down); position += Vector2.down; hasmoved = true; } if (_danceID != Inputs.DanceID.None) { danceID = _danceID; } }