void Update() { if (!chatField.gameObject.activeInHierarchy) { if (!classCreation.classes.activeInHierarchy) { if (!menu.activeInHierarchy) { if (Input.GetKeyDown(KeyCode.Escape)) { menu.SetActive(true); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)) { chatField.gameObject.SetActive(true); } } else { if (Input.GetKeyDown(KeyCode.Escape)) { UI_Resume(); } } } else { UI_Resume(); } } else { if (!chatField.isFocused) { chatField.Select(); chatField.ActivateInputField(); } if (Input.GetKeyDown(KeyCode.Escape)) { chatField.text = ""; chatField.gameObject.SetActive(false); } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)) { if (chatField.text != "") { SendChatMessage(chatField.text); } chatField.text = ""; chatField.gameObject.SetActive(false); } } scoreboard.scoreboard.SetActive((Input.GetKey(KeyCode.Tab) && !GameController.IsPaused()) || (ServerController.HasRoundEnded && !menu.activeSelf)); float time = (float)ServerController.RemainingTime; int minutes = Mathf.FloorToInt(time / 60); int seconds = Mathf.FloorToInt(time % 60); timerText.text = string.Format("{0}:{1:00}", minutes, seconds); hitCG.alpha = Mathf.Lerp(hitCG.alpha, 0f, hitLerpSpeed * Time.deltaTime); crosshairImage.color = Color.Lerp(crosshairImage.color, Color.white, hitmarkerLerpSpeed * Time.deltaTime); Player player = ServerController.player; if (player != null) { GunBase currentGunBase = player.items.currentGun; if (currentGunBase != null) { GunInfo currentGunInfo = currentGunBase.info; bool isCrosshairHidden = player.isDead || (currentGunInfo.hideCrosshair && !player.reloading); bool hidingCrosshair = player.aiming; if (currentGunBase is Grenade) { Grenade currentGrenade = (Grenade)currentGunBase; hidingCrosshair = currentGrenade.throwing; } float targetCrosshairAlpha = hidingCrosshair ? (currentGunInfo.showCrosshairWhileAiming ? 1f : 0f) : (isCrosshairHidden ? 0f : 1f); float multiplier = 1f; if (hidingCrosshair) { multiplier = 0f; } else if (player.running) { multiplier = currentGunInfo.runningMultiplier; } else if (player.crouching) { multiplier = currentGunInfo.crouchingMultiplier; } else { multiplier = 1f; } Vector2 targetCrosshairSize = Vector2.one * (currentGunInfo.defaultCrosshairSize * multiplier); crosshairCP.alpha = Mathf.Lerp(crosshairCP.alpha, targetCrosshairAlpha, Gun.aimingLerpSpeed * Time.deltaTime); crosshair.sizeDelta = Vector2.Lerp(crosshair.sizeDelta, targetCrosshairSize, crosshairSizeLerpSpeed * Time.deltaTime); if (currentGunBase is Gun) { Gun currentGun = currentGunBase as Gun; ammoText.gameObject.SetActive(true); if (currentGun.maxAmmo >= 0) { ammoText.text = string.Format("{0}/{1}", currentGun.ammo, currentGun.maxAmmo); } else { ammoText.text = currentGun.ammo.ToString(); } if (player.reloading) { float value = Mathf.InverseLerp(currentGun.reloadingT, currentGun.reloadingT + currentGunInfo.reloadTime, Time.time); crosshairCP.transform.localEulerAngles = Vector3.Lerp(Vector3.zero, Vector3.forward * 90f, value); crosshairCP.transform.localScale = Vector3.one; } } else if (currentGunBase is Grenade) { Grenade currentGrenade = currentGunBase as Grenade; ammoText.gameObject.SetActive(true); ammoText.text = currentGrenade.grenades.ToString(); } else if (currentGunBase is Knife) { ammoText.gameObject.SetActive(false); } healthBarMask.localScale = new Vector3(Mathf.Clamp01((float)player.health / 100f), 1f, 1f); if (healthBarMask.localScale.x > 0f) { healthBar.localScale = new Vector3(1f / healthBarMask.localScale.x, 1f, 1f); } } } }