public void Process() { switch (state) { case States.Wait: playerLs_time += Time.deltaTime * time_gain_rate; playerRs_time += Time.deltaTime * time_gain_rate; GetKey(); if (time >= process_time) { tiles.Next_life1(); draw.Draw(); time = 0f; } break; case States.PlayerL: if (time <= select_time && action_enabled == true && playerLs_time > 0) { playerLs_time += -Time.deltaTime; CellClicked(); } else { playerLs_time += -5; SetState(States.Wait); } break; case States.PlayerR: if (time <= select_time && action_enabled == true && playerRs_time > 0) { playerRs_time += -Time.deltaTime; CellClicked(); } else { playerRs_time += -5; SetState(States.Wait); } break; } }
public void Process() { switch (state) { case States.Wait: playerLs_time += Time.deltaTime * time_gain_rate; playerRs_time += Time.deltaTime * time_gain_rate; cooltimeL += Time.deltaTime; cooltimeR += Time.deltaTime; GetKeyWait(); if (time >= process_time) { tiles.Next_life1(); draw.Draw(); JudgeWinner(); time = 0f; } break; case States.PlayerL: if (time <= select_time && action_enabled == true && playerLs_time > 0) { playerLs_time += -Time.deltaTime; GetKeyPlayer(); CellClicked(); } else { cooltimeL = -cooltime; SetState(States.Wait); } break; case States.PlayerR: if (time <= select_time && action_enabled == true && playerRs_time > 0) { playerRs_time += -Time.deltaTime; GetKeyPlayer(); CellClicked(); } else { cooltimeR = -cooltime; SetState(States.Wait); } break; case States.WinnerL: if (Input.anyKeyDown) { SceneManager.LoadScene(0); } break; case States.WinnerR: if (Input.anyKeyDown) { SceneManager.LoadScene(0); } break; default: break; } }