// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Z)) { // start putting hurt trap trapping = true; trapType = 1; } if (Input.GetKeyDown(KeyCode.X)) { // start putting slow trap trapping = true; trapType = 2; } if (Input.GetKeyDown(KeyCode.Escape)) { // cancel tmp trap trapping = false; if (tmpTrap != null) { Destroy(tmpTrap); } } if (Input.GetKeyDown(KeyCode.Space)) { // put trap down if (trapping && validTmpTrapFlag) { trapping = false; // Generate trap if (trapType == 1) { trapManager.GenerateHurtTrap(tmpTrap.transform.position, mainPlayerController.playerId); } else if (trapType == 2) { trapManager.GenerateSlowTrap(tmpTrap.transform.position, mainPlayerController.playerId); } Destroy(tmpTrap); } } if (trapping) { // update trap position due to ray UpdateTmpTrap(); } }