//DOESNT WORK BUT SHOULD DISABLE MOVEMENT void DisableMovement() { if (FigmentInput.GetButton(FigmentInput.FigmentButton.LeftButton)) { } else if (FigmentInput.GetButton(FigmentInput.FigmentButton.RightButton)) { } if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton)) { } }
// Update is called once per frame void Update() { //INTERACTION WITH NPCS/ITEMS if (!gameWin) { if (!isTalking) { if (FigmentInput.GetButton(FigmentInput.FigmentButton.LeftButton)) { transform.Rotate(Vector3.up, -TurnSpeed * Time.deltaTime); } else if (FigmentInput.GetButton(FigmentInput.FigmentButton.RightButton)) { transform.Rotate(Vector3.up, TurnSpeed * Time.deltaTime); } if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton)) { Shoot(); } } else if (isTalking) { //disables info panel when talking figure out a way to not do it this way because this is garbage InfoPanel.enabled = false; InfoText.enabled = false; InfoName.enabled = false; // Crosshair.enabled = false; if (isTalkingD) { Debug.Log(Selection); if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.LeftButton)) { if (Selection > 0) { Selection--; } } else if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.RightButton)) { if (Selection < 3) { Selection++; } } //cursor Movement switch (Selection) { case 0: DisableCursor(); Cursor1.enabled = true; break; case 1: DisableCursor(); Cursor2.enabled = true; break; case 2: DisableCursor(); Cursor3.enabled = true; break; case 3: DisableCursor(); Cursor4.enabled = true; break; } //Action Button while talking to the detective if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton)) { switch (Selection) { case 0: DisableUI(); Crosshair.enabled = true; break; case 1: QuitGame(); break; case 2: QuitGame(); break; case 3: WinGame(); break; } } } else { if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton)) { DisableUI(); Crosshair.enabled = true; } } } } }