// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.R) || Input.GetKeyDown(KeyCode.K)) { cph.playReset(); } }
// Update is called once per frame void Update() { if (started) { if (state >= 2 && state < 4) { if (RunningSequence) { if (bipPreventif > 0) { doBipPreventif(Time.deltaTime); } else { DepleteTime(Time.deltaTime); } } else { if (blankTimer < 0) { bipsTodo = UnityEngine.Random.Range(1, 5); bipPreventif = bipsTodo; RunningSequence = true; blankTimer = UnityEngine.Random.Range(0.3f, 2f); } else { blankTimer -= Time.deltaTime; safe = false; RedSprite.SetActive(true); } } } else if (state == 4) { started = false; safe = true; RedSprite.SetActive(false); } else { DepleteTime(Time.deltaTime); } } if (alarmState) { alarm.enabled = true; if (timeUntilHand < 0) { cph.playReset(ResetEnum.HAND_KILL, hand);//hand.Trigger(); } else { timeUntilHand -= Time.deltaTime; } } }
private void Update() { if (crunchDeath && !bookDetected) { if (!once) { return; } mouving = rb.velocity.magnitude > 0.5f; if (playerDetected && mouving && groundDetected) { if ((Mathf.Sign(playerRelativePosition) == Mathf.Sign(rb.velocity.x))) { cph.playReset(); once = false; } } } }