private void Update() { /* THIS WHOLE THING PROBABLY NEEDS REWRITING */ // Based on how we will handle the UI for the objects, this might need rewriting. // Creating a separate script for the UI elements might be more beneficial, keeping this one more tidy. if (moveItem && Input.GetMouseButton(0)) { Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos.z = 0.0f; transform.position = mousePos; } if (moveItem && Input.GetMouseButtonDown(1)) { _ConfirmMovement(); } if (isWatered && enableWatering) { currentWaterTimer -= Time.deltaTime; } if (currentWaterTimer <= 0) { currentWaterTimer = waterInterval; isWatered = false; } if (Camera.main.orthographicSize < 3) { timerParent.GetComponent <Image>().CrossFadeAlpha(1.0f, 0.2f, true); moveButton.GetComponent <Image>().CrossFadeAlpha(1.0f, 0.2f, true); timerText.CrossFadeAlpha(1.0f, 0.2f, true); UpdateTime(remainTime, timerText); } else { timerParent.GetComponent <Image>().CrossFadeAlpha(0.0f, 0.2f, true); moveButton.GetComponent <Image>().CrossFadeAlpha(0.0f, 0.2f, true); timerText.CrossFadeAlpha(0.0f, 0.2f, true); } }
private IEnumerator DoTheThing() { float timeToLive = duration; while (timeToLive > 0) { timeToLive -= Time.deltaTime; yield return(null); } _text.CrossFadeAlpha(0.0f, fadeTime, false); Destroy(gameObject, fadeTime); }