// Update is called once per frame void Update() { // if (Input.GetButtonDown("AButton") && interact != null) { interact.Interact(); for (int i = 0; i < interactPanel.Length; ++i) { interactPanel[i].SetActive(false); } } if (Input.GetButtonDown("Inventory")) { if (Global.gameState == Global.GameState.GAME) { Global.gameState = Global.GameState.INVENTORY; UIManager.instance.ActiveAccess(invenOpen); invenOpen = !invenOpen; } else if (Global.gameState == Global.GameState.INVENTORY) { Global.gameState = Global.GameState.GAME; UIManager.instance.ActiveAccess(invenOpen); invenOpen = !invenOpen; } } }
private void Update() { IHeroState newState = heroState.Update(); if (newState != null) { heroState.Exit(); heroState = newState; heroState.Enter(this); } if (Input.GetKeyDown(KeyCode.P)) { SetCrouch(!crouch); } if (Input.GetButtonDown("Interact")) { interactComp.Interact(); } // Debug only. if (Input.GetKeyDown(KeyCode.Q)) { noiseEmitter.MakeNoise(this.gameObject, 1, transform.position); } }