void startTraveling() { // Save inactive state memComponent.SetInactive(); currentPlayer.GetComponent <MemorySystem>().ImmediateSave(); memComponent.isSaving = false; memComponent.lastActiveTick = timekeeper.getTick(); memComponent.firstActiveTick = 0; memComponent.state = Memory.MemoryEvent.reposition; state = State.traveling; timekeeper.startRewind(); chargeComponent.chargesLeft--; }
public void Pause() { timekeeper.startRewind(); playerControllerSystem.underControl = false; semaphore++; }