Example #1
0
        public bool IsStartingInteraction()
        {
            if (PlayerProximityActivated.IsIntrusiveGuiOverlayVisible())
            {
                return(false);
            }

            KeyCode[] interactionKeys =
            {
                KeyCode.Return,
                KeyCode.Space,
                KeyCode.O
            };
            if (Input.anyKeyDown)
            {
                foreach (KeyCode key in interactionKeys)
                {
                    if (Input.GetKeyDown(key))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
    // Update is called once per frame
    void Update()
    {
        bool shouldButtonBeActive = true;

        if (InventoryActive)
        {
            ButtonText.text = "Close";
            for (int i = 0; i < ingredientUI.Length; i++)
            {
                ingredientUI[i].SetActive(GameState.get().ingredients[i]);
            }
        }
        else
        {
            ButtonText.text = "Inventory";
            if (PlayerProximityActivated.IsIntrusiveGuiOverlayVisible())
            {
                shouldButtonBeActive = false;
            }
        }

        button.SetActive(shouldButtonBeActive);
        InventoryWindow.SetActive(InventoryActive);
        if (Input.GetKeyDown(KeyCode.I))
        {
            GetItem("CoolJazz");
            GetItem("Bebop");
        }
    }
Example #3
0
        // Update is called once per frame
        void Update()
        {
            // Remove all player control when we're in dialogue, map, etc.
            if (PlayerProximityActivated.IsIntrusiveGuiOverlayVisible())
            {
                return;
            }

            // Move the player, clamping them to within the boundaries
            // of the level.
            var movement = Input.GetAxis("Horizontal");

            anim.SetBool("Walking", movement != 0);
            movement += movementFromButtons;
            movement *= (moveSpeed * Time.deltaTime);


            var newPosition = transform.position;

            newPosition.x += movement;
            newPosition.x  = Mathf.Clamp(newPosition.x, minPosition, maxPosition);

            transform.position = newPosition;

            if (movement < 0)
            {
                Vector3 mod = new Vector3(OGscale * -1, t.localScale.y, t.localScale.z);
                t.localScale = mod;
            }
            if (movement > 0)
            {
                Vector3 mod = new Vector3(OGscale, t.localScale.y, t.localScale.z);
                t.localScale = mod;
            }
        }