// Update is called once per frame void Update() { //TEST if (enemyInStage.Count == 0) { //waveExist = false; myCameraScript.CheckWaypoint(); } else { //TEST if ((Time.time - startWait) > waitDuration && (!quickTimeObject || !quickTimeObject.activeSelf) && enemyInStage.Count > 0) { quickTimeObject = enemyInStage[0].transform.GetChild(0).GetChild(0).gameObject; ActivateQuicktime(); } /*if (Input.anyKeyDown && quickTimeObject.activeSelf) { * quickTimeObject.SendMessage("Deactivate"); * CheckInput (); * CancelInvoke("GetDamage"); * }*/ } }