// Update is called once per frame void Update() { switch (MainGameCode.gamestate) { case GAMESTATE.TITLE: if (Input.GetMouseButtonDown(0)) { MainGameCode.PlayGame(); } break; case GAMESTATE.GAMEOVER: if (Input.GetMouseButtonDown(0)) { MainGameCode.ResetGame(); } break; case GAMESTATE.PLAY: if (Input.GetKey(KeyCode.Return)) { MainGameCode.AimMode(); } break; case GAMESTATE.AIM: if (Input.GetKey(KeyCode.Escape)) { MainGameCode.EndAim(); } if (Input.GetKey(KeyCode.Space)) { MainGameCode.PowerCharge(); } if (Input.GetKeyUp(KeyCode.Space) && MainGameCode.currentPower > 0) { MainGameCode.ShootPuck(); } break; } //cursor hide and show if (Input.GetKey(KeyCode.LeftControl) || (MainGameCode.gamestate != GAMESTATE.PLAY && MainGameCode.gamestate != GAMESTATE.AIM)) { Screen.showCursor = true; } else { Screen.showCursor = false; } }
// Update is called once per frame void Update() { switch (MainGameCode.gamestate) { case GAMESTATE.TITLE: if (Input.GetMouseButtonDown(0)) { MainGameCode.PlayGame(); } break; case GAMESTATE.GAMEOVER: if (Input.GetMouseButtonDown(0)) { MainGameCode.ResetGame(); } break; case GAMESTATE.PLAY: if (Input.GetKey(KeyCode.Return)) { MainGameCode.AimMode(); } break; case GAMESTATE.AIM: if (Input.GetKey(KeyCode.Escape)) { MainGameCode.EndAim(); } if (Input.GetKey(KeyCode.Space)) { MainGameCode.PowerCharge(); } if (Input.GetKeyUp(KeyCode.Space) && MainGameCode.currentPower > 0) { MainGameCode.ShootPuck(); } break; } }