void Update() { Color curColor = this.image.color; float alphaDiff = Mathf.Abs(curColor.a - this.targetAlpha); if (alphaDiff > 0.0001f) { curColor.a = Mathf.Lerp(curColor.a, targetAlpha, this.FadeRate * Time.deltaTime); this.image.color = curColor; this.leftPortraitImage.color = curColor; this.rightPortraitImage.color = curColor; } Color curColorText = this.myText.color; //float alphaDiffText = Mathf.Abs(curColorText.a - this.targetAlpha); if (alphaDiff > 0.0001f) { curColorText.a = Mathf.Lerp(curColorText.a, targetAlpha, this.FadeRate * Time.deltaTime); this.myText.color = curColorText; } if (myText.text == string.Empty && messageQueue.Count == 0 && this.targetAlpha != 0) { FadeOut(); } speedUpText = Input.anyKey; if (!currentlySpammingText) //Vi väntar på input ifrån spelaren { if (messageQueue.Count > 0 && this.targetAlpha == 0) //Vi håller på att fadea ut eller har fadeat ut. { if (!waitingToSpamText) { FadeIn(); StartCoroutine(AddText(true)); } } if (currentMessageIsClickToAdvance && Input.GetButtonDown(Inputs.AButton())) //Spelaren vill få nästa äventyrsbubbla { if (clickToGetToNextMessageBubble) { StartCoroutine(AddText()); } else { this.ClearText(); } } if (!currentlySpammingText && messageQueue.Count > 0 && myText.text == string.Empty && !currentMessageIsClickToAdvance) { StartCoroutine(AddText()); } } //Debug.Log(Time.time + "speedUpText = " + speedUpText); //Debug.Log(Time.time + "currentRateOfText = " + currentRateOfText); }
void FixedUpdate() { float y, x; y = x = 0; if (Inputs.AButton(playerId) && CanJump() && rb.velocity.y <= 0f) { y = Jump(); } x = Inputs.Horizontal(playerId) * movementSpeed; //Handles extra applied force, outside walking speed if (Mathf.Abs(rb.velocity.x) > maxSpeed) { float extraX = rb.velocity.x; if (extraX < 0) { x = Mathf.Max(extraX, extraX + x * recoverySpeed * Time.deltaTime); } if (extraX > 0) { x = Mathf.Min(extraX, extraX + x * recoverySpeed * Time.deltaTime); } } rb.velocity = new Vector2(x, rb.velocity.y + y); }
void Update() { if (Input.GetButton(Inputs.AButton()) || Input.GetKeyUp(KeyCode.Space)) { if (timestamp + cooldown < Time.time) { timestamp = Time.time; currentIntroFrame += 1; if (currentIntroFrame == listOfIntroSprites.Count) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } else { myRenderer.sprite = listOfIntroSprites[currentIntroFrame]; } } } }