public override void Update() { base.Update(); if (unlockTimer < unlockTime && unlocking) { ui.SetProgress((unlockTimer / unlockTime) * 100); unlockTimer += Time.deltaTime; } if (unlockTimer > unlockTime) { ui.SetProgress(100); player.gameObject.GetComponent <GatePlayer>().UnlockGate(gameObject); locked = false; unlockTimer = unlockTime; } }
void Update() { if (id.IsHunter() || !id.IsThisPlayer()) { return; } if (sprintCooldownTimer >= sprintCooldownTime && Input.GetButtonUp("Fire2")) { sprinting = true; sprintCooldownTimer = 0; movement.StartSprint(); sfxManager.PlaySprint(); } if (sprinting) { if (sprintTimer < sprintDuration) { sprintTimer += Time.deltaTime; } else if (sprintTimer >= sprintDuration) { movement.StopSprint(); sprintTimer = 0; sprinting = false; } } else { if (sprintCooldownTimer < sprintCooldownTime) { sprintCooldownTimer += Time.deltaTime; } } UIManager.instance.UpdateProgress((sprintCooldownTimer / sprintCooldownTime) * 100); ui.SetProgress((sprintCooldownTimer / sprintCooldownTime) * 100); }
// Update is called once per frame void Update() { if (!id.IsHunter() || !id.IsThisPlayer()) { return; } // May not be available on start, so we'll do it here instead if (!hidingManager) { if (PlayerManager.instance.otherPlayer) { hidingManager = PlayerManager.instance.otherPlayer.GetComponent <HidingManager>(); } } if (echoCooldownTimer >= echoCooldownTime && Input.GetButtonUp("Fire2")) { UseEcho(); echoCooldownTimer = 0; echoMovementCooldownTimer = 0; } if (echoCooldownTimer < echoCooldownTime) { echoCooldownTimer += Time.deltaTime; } // Don't let the player move for a short time after using this ability if (echoMovementCooldownTimer < echoMovementCooldownTime) { echoMovementCooldownTimer += Time.deltaTime; } UIManager.instance.UpdateProgress((echoCooldownTimer / echoCooldownTime) * 100); ui.SetProgress((echoCooldownTimer / echoCooldownTime) * 100); }