// Update is called once per frame void Update() { ClearAllLights(); LightDirection(); bool isPlayerTurn = scrGM.GetIsPlayerTurn(); if (isPlayerTurn == false) { float step = moveSpeed * Time.deltaTime; gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, goalPos, step); if (moveCurrent == 0 && gameObject.transform.position == goalPos) { scrGM.SetIsPlayerTurn(true); moveCurrent = moveMax; } if (gameObject.transform.position == goalPos && isGoing == true && pathNumber < path.Length - 1) { pathNumber++; goalPos = path[pathNumber]; moveCurrent--; if (pathNumber == path.Length - 1) { isGoing = false; } } else if (gameObject.transform.position == goalPos && isGoing == false && pathNumber > 0) { pathNumber--; goalPos = path[pathNumber]; moveCurrent--; if (pathNumber == 0) { isGoing = true; } } } }
// Update is called once per frame void Update() { bool isPlayerTurn = scrGM.GetIsPlayerTurn(); if (isPlayerTurn == true) { float step = moveSpeed * Time.deltaTime; gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, goalPos, step); if (moveCurrent > 0) { if (canPressButton == true) { if (isItFirstAppearance == true) { CheckMoveDirectionAllowed(); isItFirstAppearance = false; } if (Input.GetKeyDown("up") && isMoveUpAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 1, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } else if (Input.GetKeyDown("down") && isMoveDownAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y - 1, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } else if (Input.GetKeyDown("left") && isMoveLeftAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x - 1, gameObject.transform.position.y, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } else if (Input.GetKeyDown("right") && isMoveRightAllowed == true) { goalPos = new Vector3(gameObject.transform.position.x + 1, gameObject.transform.position.y, gameObject.transform.position.z); canPressButton = false; moveCurrent--; ClearArrows(); } } if (gameObject.transform.position == goalPos) { CheckMoveDirectionAllowed(); canPressButton = true; } } else if (moveCurrent == 0 && gameObject.transform.position == goalPos) { scrGM.SetIsPlayerTurn(false); moveCurrent = moveMax; } } }