// Update is called once per frame void Update() { if (playerStress.isStressMaxed()) { stunPlayer(); } if (!isPlayerStunned) { if (currentTask != null && (currentlyWorking || Input.GetKeyDown(solveTaskKey))) { Working(); } else if (currentDoor != null && Input.GetKeyDown(crossDoorKey)) { crossStairs(); } else { if (Input.GetKey(leftMovementKey)) { movePlayerLeft(movementSpeed * Time.deltaTime); } else if (Input.GetKey(rightMovementKey)) { movePlayerRight(movementSpeed * Time.deltaTime); } else { animator.SetBool("Running", false); currentlyRunning = false; } } if (Input.GetKeyDown(stressReliefKey)) { relieveStress(); } } stressImage.fillAmount = playerStress.getCurrentStressNormalized(); }