// Update is called once per frame void Update() { if (Capacity.CanTriggerCapacity() && !m_bIsOnPause) { BlinkCursor.gameObject.SetActive(false); if (Input.GetAxis("Capacity") > 0.9f) { BlinkCursor.gameObject.SetActive(true); m_eBlinkStatus = E_BlinkStatus.POSITIONING; UpdateBlinkPosition(); } else { if (m_eBlinkStatus == E_BlinkStatus.POSITIONING) { StartBlink(); Capacity.TriggerCapacity(); m_eBlinkStatus = E_BlinkStatus.NONE; } } } else { Capacity.UpdateCurrentCompletion(Time.deltaTime); } }
// Use this for initialization void Start() { m_Player = GetComponent <Player>(); m_fBlinkTimer = -1.0f; m_eBlinkStatus = E_BlinkStatus.NONE; m_mainCamera = Camera.main; m_bIsOnPause = false; }