private void Update() { if (Input.GetKeyDown(KeyCode.KeypadPlus)) { FixPoint.IncreaseDifficulty(); ReloadScene(); } if (Input.GetKeyDown(KeyCode.KeypadMinus)) { FixPoint.DecreaseDifficulty(); ReloadScene(); } }
private void TryInteractNearby() { Debug.Log("Trying to fix nearby"); Collider[] fixPointCols = Physics.OverlapSphere(transform.position, 2f, fixPointLayer.value); foreach (Collider fixPointCol in fixPointCols) { FixPoint fixPoint = fixPointCol.GetComponent <FixPoint>(); if (fixPoint != null) { fixPoint.Fix(); Debug.Log("Fixed nearby"); } else { Ressuply ressuply = fixPointCol.GetComponent <Ressuply>(); if (ressuply != null) { ressuply.RessuplyAstronaut(this); } } } }