// Update is called once per frame void Update() { GetInterval(PressTime); if (timeToPressShake) { AButtonCanvas.SetActive(true); DButtonCanvas.SetActive(true); } else { AButtonCanvas.SetActive(false); DButtonCanvas.SetActive(false); } }
void GetInterval(int PressTime) { player.GetComponent <Animator>().SetFloat("Direction", 0.5f); if (timeToPressShake) { getLeft = Input.GetButtonDown("ShakeLeft"); getRight = Input.GetButtonDown("ShakeRight"); timeRemaining -= Time.deltaTime; if (timeRemaining <= 0) { timeToPressShake = false; timeRemaining = PressTime; Debug.Log("A corda está um pouco mais folgada, desse tanto: " + amountLoose); } if (getLeft & lastPressedIsLeft == false) { GulliverStatus.instance.ShakingEnergy(2); LooseTie(1); player.GetComponent <Animator>().SetFloat("Direction", 0); lastPressedIsLeft = true; AButtonCanvas.GetComponent <RawImage>().texture = AButtonPressed; } else { AButtonCanvas.GetComponent <RawImage>().texture = AButton; } if (getRight & lastPressedIsLeft == true) { player.GetComponent <Animator>().SetFloat("Direction", 1); lastPressedIsLeft = false; DButtonCanvas.GetComponent <RawImage>().texture = DButtonPressed; } else { DButtonCanvas.GetComponent <RawImage>().texture = DButton; } } }