private void Update() { AllRelicsObtained(); //This switch state is pure pile of garbage //If you have a better solution for not destroying the relic and just turn off the light without the counter going crazy pls fix 🙏 switch (state) { case relicState.unscanned: print("unscanned"); break; case relicState.beingScanned: print("being scanned"); break; case relicState.incompleteScan: resetTime(); print("incomplete"); state = relicState.unscanned; break; case relicState.completeScan: isComplete = true; //Destroy(gameObject); print("complete"); light.SetActive(false); //relicCounter.AddRelicCounterValue(); relicCounter.counterValue++; break; } if (state != relicState.completeScan && !isComplete) { if (currentScanTime == 0 && !isComplete) { state = relicState.completeScan; } else if (!isComplete && currentScanTime > 0 && Input.GetKeyDown("f")) { print("epic gamer moment"); state = relicState.beingScanned; } else if (currentScanTime > 0 && Input.GetKeyUp("f")) { state = relicState.incompleteScan; } else { //state = relicState.unscanned; } } }
public void ScanTickDown(float TickDownAmount) { state = relicState.beingScanned; if (currentScanTime > 0) { currentScanTime -= TickDownAmount; } else { //Thx Jax ❤ Destroy(gameObject); relicCounter.counterValue++; } currentScanTime = Mathf.Clamp(currentScanTime, 0, scanTime); }