// Update is called once per frame void Update() { switch (view) { case ViewState.GAME: if (Input.GetKeyDown(Game_Manager.inventoryToggle)) { setState(ViewState.INVENTORY); timer = Time.realtimeSinceStartup; StartCoroutine(beginFade(durToFadeInv / 2)); StartCoroutine(beginUnfade(durToFadeInv / 2)); } if (timer != 0 && Time.realtimeSinceStartup >= timer + durToFadeInv / 2 && !toggled) { pInv.toggleUI(); toggled = true; } if (timer != 0 && Time.realtimeSinceStartup >= timer + durToFadeInv && toggled) { timer = 0; toggled = false; Time.timeScale = 1; } break; case ViewState.INVENTORY: if (Input.GetKeyDown(Game_Manager.inventoryToggle)) { setState(ViewState.GAME); timer = Time.realtimeSinceStartup; StartCoroutine(beginFade(durToFadeInv / 2)); StartCoroutine(beginUnfade(durToFadeInv / 2)); } if (timer != 0 && Time.realtimeSinceStartup >= timer + durToFadeInv / 2 && !toggled) { pInv.toggleUI(); toggled = true; } if (timer != 0 && Time.realtimeSinceStartup >= timer + durToFadeInv && toggled) { timer = 0; toggled = false; Time.timeScale = 0; } break; } }