void Update() { inputStateManager.Update(); // TODO (Roman): this must not make it into release //#if !FINAL if (Input.GetKeyUp("n")) { Debug.Log("Key Command: Go to next checkpoint"); _currentCheckpointIndex--; if (_currentCheckpointIndex < 0) { _currentCheckpointIndex = _orderedSceneCheckpoints.Count - 1; } GameObject checkpoint = _orderedSceneCheckpoints[_currentCheckpointIndex].gameObject; this.player.spawnLocation = checkpoint.gameObject.transform.position; this.player.Respawn(); } if (Input.GetKeyUp("p")) { Debug.Log("Key Command: Go to previous checkpoint"); _currentCheckpointIndex++; if (_currentCheckpointIndex >= _orderedSceneCheckpoints.Count) { _currentCheckpointIndex = 0; } GameObject checkpoint = _orderedSceneCheckpoints[_currentCheckpointIndex].gameObject; this.player.spawnLocation = checkpoint.gameObject.transform.position; this.player.Respawn(); } if (Input.GetKeyUp("z")) { Debug.Log("Key Command: add all powerups"); GameManager.instance.powerUpManager.ApplyPowerUpItem(PowerUpType.Floater); GameManager.instance.powerUpManager.ApplyPowerUpItem(PowerUpType.DoubleJump); GameManager.instance.powerUpManager.ApplyPowerUpItem(PowerUpType.SpinMeleeAttack); GameManager.instance.powerUpManager.ApplyPowerUpItem(PowerUpType.JetPack); GameManager.instance.powerUpManager.ApplyPowerUpItem(PowerUpType.Gun); } //#endif if (Input.GetKey("escape")) { Logger.Info("quit"); Application.Quit(); } UpdateFPS(); }
void Update() { InputStateManager.Update(); // TODO (Roman): this must not make it into release if (Input.GetKey("escape")) { Logger.Info("quit"); Application.Quit(); } #if !FINAL _fpsRenderer.UpdateFPS(); #endif }