// Update is called once per frame void Update() { Vector2 inputAxis = Vector2.zero; //Pause if (hud.paused || hud.winLose) { mouse.Show(); inputAxis.x = 0; inputAxis.y = 0; lookRotation.SetMouseAxis(Vector2.zero); PC.SetAxis(inputAxis); if (hud.paused) { if (Input.GetKeyDown(KeyCode.P)) { hud.ClosePausePanel(); } } } else { mouse.Hide(); if (Input.GetKeyDown(KeyCode.P)) { hud.OpenPausePanel(); } //Player inputAxis.x = Input.GetAxis("Horizontal"); inputAxis.y = Input.GetAxis("Vertical"); PC.SetAxis(inputAxis); //Jump /* if(Input.GetButton("Jump")) * { * PC.StartJump(); * }*/ //Mouse Vector2 mouseAxis = Vector2.zero; mouseAxis.x = Input.GetAxis("Mouse X") * sensitivity; mouseAxis.y = Input.GetAxis("Mouse Y") * sensitivity; //Recogemos el Y para mover el X de la camara; lookRotation.SetMouseAxis(mouseAxis); if (Input.GetMouseButtonDown(0)) { mouse.Hide(); } if (Input.GetKeyDown(KeyCode.Escape)) { mouse.Hide(); } //DISPARO if (Input.GetButton("Fire1")) { PC.TryShot(); } if (Input.GetMouseButtonDown(0)) { mouse.Hide(); } if (Input.GetKeyDown(KeyCode.Escape)) { mouse.Show(); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.P)) { if (gameManager.gamePaused) { gameManager.Resume(); } else { gameManager.Pause(); } } if (gameManager.gamePaused) { return; } //Player Movement Vector2 inputAxis = Vector2.zero; inputAxis.x = Input.GetAxis("Horizontal"); inputAxis.y = Input.GetAxis("Vertical"); playerController.SetAxis(inputAxis); //Player Jump if (Input.GetButton("Jump")) { playerController.StartJump(); } //Read Mouse axis Vector2 mouseAxis = Vector2.zero; mouseAxis.x = Input.GetAxis("Mouse X") * sensitivity; mouseAxis.y = Input.GetAxis("Mouse Y") * sensitivity; lookRotation.SetMouseAxis(mouseAxis); //Shooting //if(Input.GetButton("Fire1")) playerController.TryShot(); //if(Input.GetKeyDown(KeyCode.R)) playerController.TryReload(); if (Input.GetMouseButtonDown(0)) { mouse.Hide(); } if (Input.GetKeyDown(KeyCode.Escape)) { mouse.Show(); //Without this you're legit f****d. } //if(Input.GetKeyDown(KeyCode.B)) playerController.Damage(10); if (Input.GetKeyDown(KeyCode.X)) { playerController.Whistle(); } if (cutscene.sendHasBeenEntered && !cutscene.dogsSent) { if (Input.GetKeyDown(KeyCode.F)) { playerController.SendDogs(); cutscene.dogsSent = true; Debug.Log("Sent"); } } }