private void Update() { if (Input.GetKeyDown(createKey)) { creationProgress = 0; CreateShape(); } else if (Input.GetKey(createKey)) { //automatic continuous creation creationProgress += Time.deltaTime * CreationSpeed; while (creationProgress >= 1) { creationProgress -= 1; CreateShape(); } } else if (Input.GetKeyDown(newGameKey)) { BeginNewGame(); } else if (Input.GetKeyDown(saveKey)) { storage.Save(this); } else if (Input.GetKeyDown(loadKey)) { BeginNewGame(); storage.Load(this); } else if (Input.GetKeyDown(destroyKey)) { destructionProgress = 0; DestroyShape(); } else if (Input.GetKey(destroyKey)) { //automatic continuous creation destructionProgress += Time.deltaTime * DestructionSpeed; while (destructionProgress >= 1) { destructionProgress -= 1; DestroyShape(); } } }
private void Update() { if (Input.GetKeyDown(createKey)) { CreateObject(); } else if (Input.GetKey(newGameKey)) { BeginNewGame(); } else if (Input.GetKey(saveKey)) { storage.Save(this); } else if (Input.GetKey(loadKey)) { BeginNewGame(); storage.Load(this); } }
private void Update() { if (Input.GetKeyDown(newGameKey)) { BeginNewGame(); StartCoroutine(LoadLevel(LoadedLevelBuildIndex)); } else if (Input.GetKeyDown(saveKey)) { storage.Save(this); } else if (Input.GetKeyDown(loadKey)) { BeginNewGame(); storage.Load(this); } else if (Input.GetKeyDown(testKey)) { //StartCoroutine(LoadLevel()); //SceneManager.LoadScene("Level 1", LoadSceneMode.Additive); //Scene sceneTmp = SceneManager.GetSceneByName("Level 1"); //Debug.Log("GetSceneByName : " + sceneTmp.name); //LoadLevel(); } else { //load select level for (int i = 1; i <= levelCount; i++) { if (Input.GetKeyDown(KeyCode.Alpha0 + i)) { Debug.Log("Select Level : " + i); BeginNewGame(); StartCoroutine(LoadLevel(i)); return; } } } }
private void Update() { if (Input.GetKeyDown(createKey)) { creationProgress = 0; CreateShape(); } else if (Input.GetKey(createKey)) { //automatic continuous creation creationProgress += Time.deltaTime * CreationSpeed; while (creationProgress >= 1) { creationProgress -= 1; CreateShape(); } } else if (Input.GetKeyDown(newGameKey)) { BeginNewGame(); } else if (Input.GetKeyDown(saveKey)) { storage.Save(this); } else if (Input.GetKeyDown(loadKey)) { BeginNewGame(); storage.Load(this); } else if (Input.GetKeyDown(destroyKey)) { destructionProgress = 0; DestroyShape(); } else if (Input.GetKey(destroyKey)) { //automatic continuous creation destructionProgress += Time.deltaTime * DestructionSpeed; while (destructionProgress >= 1) { destructionProgress -= 1; DestroyShape(); } } else if (Input.GetKeyDown(testKey)) { //StartCoroutine(LoadLevel()); //SceneManager.LoadScene("Level 1", LoadSceneMode.Additive); //Scene sceneTmp = SceneManager.GetSceneByName("Level 1"); //Debug.Log("GetSceneByName : " + sceneTmp.name); //LoadLevel(); } else { //load select level for (int i = 1; i <= levelCount; i++) { if (Input.GetKeyDown(KeyCode.Alpha0 + i)) { Debug.Log("Select Level : " + i); BeginNewGame(); StartCoroutine(LoadLevel(i)); return; } } } }