void Update() { if (Input.GetKeyDown(KeyCode.H)) { if (paused == false) { Pause(); } else { Resume(); } } if (Input.GetKeyDown(KeyCode.Return)) { Reset(); } if (playerCollectibles.GetKeys() == maxKeys && !spawnFinalRoom) { spawnFinalRoom = true; manager.SpawnFinalRoom(); } }
// Update is called once per frame void Update() { if (indOn1 && indOn2) { if (openDoor == true) { float distCovered = (Time.time - startTime) * moveSpeed; float fracJourney = distCovered / journeyLength; door.transform.position = Vector3.Lerp(startPosition, endPosition, fracJourney); currentPosition = door.transform.position; } else { float distCovered = (Time.time - startTime) * moveSpeed; float fracJourney = distCovered / journeyLength; door.transform.position = Vector3.Lerp(currentPosition, startPosition, fracJourney); } } // Check if player has collected keys if (indOn1 == false) { if (collectables.GetKeys() >= 1) { indicator1.GetComponent <Renderer> ().material = indicatorOn; indOn1 = true; } } if (indOn2 == false) { if (collectables.GetKeys() >= 2) { indicator2.GetComponent <Renderer> ().material = indicatorOn; indOn2 = true; } } }