public void CheckInput() { Debug.Log("Entered CheckInput()"); move = mf.PerformMove("Down"); if ((Input.GetKeyDown(KeyCode.LeftArrow)) && Time.timeScale != 0) { move = mf.PerformMove("Left"); } else if ((Input.GetKeyDown(KeyCode.RightArrow)) && Time.timeScale != 0) { move = mf.PerformMove("Right"); } else if ((Input.GetKeyDown(KeyCode.UpArrow)) && Time.timeScale != 0) { move = mf.PerformMove("Up"); } else if ((Input.GetKeyDown(KeyCode.X)) && Time.timeScale != 0) { move = mf.PerformMove("PosX"); } else if ((Input.GetKeyDown(KeyCode.S)) && Time.timeScale != 0) { Spawner.instance.FallDown = true; } if (SceneManager.GetActiveScene().buildIndex == 2 && Game2DManager.instance.Selector.activeSelf) { Time.timeScale = 0; if (Input.GetKeyDown(KeyCode.UpArrow) && cntr < 20) { cntr++; Game2DManager.instance.Selector.transform.position += new Vector3(0, 30, 0); } else if (Input.GetKeyDown(KeyCode.DownArrow) && cntr > 0) { cntr--; Game2DManager.instance.Selector.transform.position -= new Vector3(0, 30, 0); } if (Input.GetKeyDown(KeyCode.Return)) { PlayerPrefs.SetInt("CleanRow", cntr); move = mf.PerformMove("CleanRow"); Game2DManager.instance.Selector.SetActive(false); Time.timeScale = 1; } } }