//if player holds down button, spawns a fort in front of them IEnumerator gatherSnow() { gatheringSnow = true; float time = 0f; CollectingUI.transform.parent.gameObject.SetActive(true); while (inputDevice.Action2.IsPressed) { if (!touchingSnowPile) { break; } if (snowPile.snow_amount < snowPile.amount_needed_for_fort) { break; } time += Time.deltaTime; CollectingUI.fillAmount = time; if (time >= timeToCollect) { //create fort in front of player and remove snow if (snowPile != null) { snowPile.removeSnow(amountOfSnowNeeded); Vector3 startingOffset = this.transform.forward * distanceFromPlayer; GameObject newFort = (GameObject)Instantiate(Fort, this.transform.position + startingOffset, camera.transform.rotation); float test = 0f; newFort.transform.position = new Vector3(newFort.transform.position.x, .5f, newFort.transform.position.z); } break; } yield return(null); } gatheringSnow = false; CollectingUI.transform.parent.gameObject.SetActive(false); }
IEnumerator gatherSnow() { gatheringSnow = true; float time = 0f; CollectingUI.transform.parent.gameObject.SetActive(true); while (inputDevice.Action1.IsPressed) { if (!touchingSnowPile) { break; } if (shooting.snowAmount == shooting.maxSnowAmount) { break; } if (shooting.isShooting) { break; } time += Time.deltaTime; CollectingUI.fillAmount = time; if (time >= timeToCollect) { shooting.addSnowBall(1); if (snowPile != null) { snowPile.removeSnow(1); } time = 0; } yield return(null); } gatheringSnow = false; CollectingUI.transform.parent.gameObject.SetActive(false); }