// Update is called once per frame void Update() { if (GJ_InputManager.PressedInteract()) { GJ_DialogManager.ShowDialog(interactMsg); } if (Input.GetKeyDown(KeyCode.Escape)) { GJ_SceneLoader.LoadScene(GJ_SceneSetup.SCENES.MAIN_MENU); } }
void Update() { if (GJ_InputManager.PressedEscape() && !m_chara.m_movementIsBlocked) { if (!m_pause) { Time.timeScale = 0; m_pause = true; CantMove(); inGameMenuCanvas.SetActive(true); } else { Time.timeScale = 1; m_pause = false; CanMove(); inGameMenuCanvas.SetActive(false); } } }
// Fixed update is called in sync with physics private void FixedUpdate() { if (m_Character.m_movementIsBlocked) { return; } float h = GJ_InputManager.LeftJoystickHorizontal(); float v = m_Character.m_inShadows ? 0 : GJ_InputManager.LeftJoystickVertical(); m_Move = v * Vector3.forward + h * Vector3.right; m_Move *= m_MoveMultiplier; if ((h != 0 || v != 0) && !checkMoveableTerrain(transform.position + transform.up, m_Move, 1.5f)) { m_Character.Move(Vector3.zero, 0, 0); return; } // pass all parameters to the character control script m_Character.Move(m_Move, h, v); }
private void Update() { if (GJ_InputManager.PressedInteract()) { Debug.Log("Interact button pressed"); if (!m_Character.m_inShadows) { GameObject go = m_Character.CheckFrontObject(); if (go) { if (go.tag == GJ_GameSetup.Tags.SHAWDOW_WALL) { if (GJ_GameManager.Instance.Data.pressedFirstButton) { EnterTheWall(); } else { GJ_DialogManager.ShowDialog(GJ_FlowchartSetup.Messages.NO_PRESSED_BUTTONS); } } GJ_Interactable interactable = go.GetComponent <GJ_Interactable>(); if (interactable) { interactable.Action(); } } } else { GJ_SceneController.Instance.SwitchColliders(); EnterTheWall(); } } }