public void UseCurrentSelection() { if ((CurrentPoint != null) && (CurrentPoint.gameObject != null)) { CurrentPoint.Interact(); } }
private void Update() { if (isDead) { // do not receive any input when the player character is dead sideMovementInput = 0.0f; return; } if (Time.timeScale == 0.0f) // equality is ok here bc this 0.0f is a value that is directly set { // do not receive any input when the game is paused return; } if (Input.GetButtonDown("Pause")) { GameController.Instance.PauseGame(true); return; } sideMovementInput = Input.GetAxisRaw("Horizontal"); if (Input.GetButtonDown("Jump")) { jumpInput = true; } if (!isAttacking && Input.GetButtonDown("Fire1")) { combatUnit.StartAttack(); return; } if (!isAttacking && Input.GetButtonDown("Interact")) { interactionPoint.Interact(); } }