void Update()
 {
     if (player.getHealth() <= 0)
     {
         RoomNodes.done = 0;
         BossDoorSelection.clearList();
         SceneManager.LoadScene(0);
     }
 }
Esempio n. 2
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 // Update is called once per frame
 void Update()
 {
     //tempRigid.y -= gravity * Time.deltaTime;
     //player.transform.position += tempRigid * Time.deltaTime;
     if (player.GetComponent <PlayerStats> ().getHealth() <= 0)
     {
         if (!gameOver.activeSelf)
         {
             gameOver.SetActive(true);
         }
         if (OVRInput.Get(OVRInput.Button.One) || OVRInput.Get(OVRInput.Button.Two) || OVRInput.Get(OVRInput.Button.Three) || OVRInput.Get(OVRInput.Button.Four))
         {
             RoomNodes.done = 0;
             BossDoorSelection.clearList();
             SceneManager.LoadScene(0);
         }
     }
     else
     {
         if (currentTime >= timeTillPress)
         {
             pressMap = false;
         }
         //Movement
         if (OVRInput.Get(OVRInput.Button.Two))
         {
             rb.MovePosition(player.transform.position + camera.transform.forward * Time.deltaTime * speed);
         }
         if (OVRInput.Get(OVRInput.Button.One))
         {
             rb.MovePosition(player.transform.position - camera.transform.forward * Time.deltaTime * speed / 2);
         }
         if (OVRInput.Get(OVRInput.Button.Start))
         {
             SceneManager.LoadScene(1);
         }
         if (OVRInput.Get(OVRInput.Button.Four) && !pressMap)
         {
             if (map.activeSelf == false)
             {
                 map.SetActive(true);
             }
             else
             {
                 map.SetActive(false);
             }
             pressMap    = true;
             currentTime = 0f;
         }
         currentTime += Time.deltaTime;
     }
 }