// Update is called once per frame void Update() { if (step == Step.Join) { if (Input.GetButtonDown(characterInputString + "A")) { panelJoin.SetActive(false); panelCharSelect.SetActive(true); step = Step.CharSelect; CSM.ChangePlayerStatus(playerNumber, CharacterSelectManager.Step.CharSelect); charSpawn.character = CSM.characterList[characterIndex]; } } else if (step == Step.CharSelect) { if (Input.GetButtonDown(characterInputString + "leftButton")) { buttonLeft.onClick.Invoke(); } if (Input.GetButtonDown(characterInputString + "rightButton")) { buttonRight.onClick.Invoke(); } if (Input.GetButtonDown(characterInputString + "A")) { panelCharSelect.SetActive(false); panelBackGround.GetComponent <Image>().color = new Vector4(0, 0, 0, 0); step = Step.Play; CSM.ChangePlayerStatus(playerNumber, CharacterSelectManager.Step.Play); CharSelectTerrain.SetActive(true); charSpawn.CharacterSpawn(charSpawn.gameObject.transform.position); } if (Input.GetButtonDown(characterInputString + "B")) { panelJoin.SetActive(true); panelCharSelect.SetActive(false); panelBackGround.GetComponent <Image>().color = new Vector4(0, 0, 255, 255); step = Step.Join; CSM.ChangePlayerStatus(playerNumber, CharacterSelectManager.Step.Join); } } else if (step == Step.Play) { if (Input.GetButtonDown(characterInputString + "B")) { panelCharSelect.SetActive(true); panelBackGround.GetComponent <Image>().color = new Vector4(0, 255, 0, 0); step = Step.CharSelect; CSM.ChangePlayerStatus(playerNumber, CharacterSelectManager.Step.CharSelect); CharSelectTerrain.SetActive(false); charSpawn.DespawnCharacter(); charSpawn.character = CSM.characterList[characterIndex]; loadBar.fillAmount = 0; } if (Input.GetButton(characterInputString + "A") && CSM.readyToStart) { loadBar.fillAmount += fillAmount; if (loadBar.fillAmount >= 1) { loadBar.color = new Vector4(0, 255, 0, 255); CSM.PlayerReady(true); } } else if (!Input.GetButton(characterInputString + "A") && CSM.readyToStart) { if (loadBar.fillAmount >= 1) { loadBar.color = new Vector4(255, 0, 0, 255); CSM.PlayerReady(false); } loadBar.fillAmount -= fillAmount; } } }