private void InputBasedOnPlayerStatus()
 {
     if (Player.ThisPlayer.MovementStatus != MovementState.INTERACTING &&
         Player.ThisPlayer.MovementStatus != MovementState.DYING)
     {
         if (Input.GetKeyDown(KeyCode.Escape) && !WindowSelector.ReadThrough() && !WindowManager.AnyWindowActive() && !WindowSelector.InputisHere)
         {
             WindowSelector.NewSelection(Items, Player, PlayerObject, false);
         }
     }
 }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     //Debug.Log(CheckIfDead());
     if (CheckIfDead() && !NoWindow)
     {
         WindowSelector.NewSelection(Items, false);
         NoWindow = true;
     }
     else if (CheckIfDead())
     {
         GameOver();
     }
 }
Example #3
0
    IEnumerator Wait()
    {
        yield return(new WaitForSeconds(0.025f));

        WindowSelector.NewSelection(Items, Player, PlayerObject, false);
    }