/// <summary>
 /// Checks for the pause hotkey.
 /// </summary>
 private void Update()
 {
     if (!GameManager.instance.isCountingDown && InputUtil.GetKeyDown(KeyCode.P))
     {
         paused = !paused;
     }
 }
예제 #2
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        /// <summary>
        /// Checks for the user resetting the level.
        /// </summary>
        private void Update()
        {
            if (!_levelRequested && InputUtil.GetKeyDown(KeyCode.G) && Input.GetKey(KeyCode.LeftShift))
            {
                GetComponent <LevelCreator>().RequestLevel();
            }

            if (isPlaying && !PauseHandler.instance.paused)
            {
                if (!_isCountingDown)
                {
                    _currentTime += Time.deltaTime;
                }

                if (Input.GetButton("Reset"))
                {
                    if (InputUtil.GetKey(KeyCode.LeftShift))
                    {
                        RestartScene();
                    }
                    else
                    {
                        ResetLevel();
                    }
                }
                else if (CountLemmings() == 0 &&
                         lemmingSpawner != null &&
                         lemmingSpawner.IsFinished() &&
                         !pathRenderer.visible)
                {
                    numDeaths++;
                    if (showPath)
                    {
                        pathRenderer.visible        = true;
                        PlayerMover.instance.noClip = true;
                        isPlaying = false;
                    }
                    else
                    {
                        ResetLevel();
                    }
                }

                if (InputUtil.GetKeyDown(KeyCode.O))
                {
                    _freezeLemmings = !freezeLemmings;
                }
            }
        }
예제 #3
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        /// <summary>
        /// Switches the selected block if the user scrolls.
        /// </summary>
        private void SwitchBlock()
        {
            SetGhostBlockVisibility(false);

            float scroll = InputUtil.GetScrollWheel();

            if (scroll != 0)
            {
                if (scroll < 0)
                {
                    _selectedBlock++;
                    if ((int)_selectedBlock >= numBlockTypes)
                    {
                        _selectedBlock--;
                    }
                }
                else
                {
                    _selectedBlock--;
                    if (_selectedBlock < 0)
                    {
                        _selectedBlock = 0;
                    }
                }
            }
            else if (Input.GetButtonDown("Fire3"))
            {
                _selectedBlock++;
                if ((int)_selectedBlock >= numBlockTypes)
                {
                    _selectedBlock = 0;
                }
            }
            else
            {
                for (KeyCode key = KeyCode.Alpha1; key <= keyLimit; key++)
                {
                    if (InputUtil.GetKeyDown(key))
                    {
                        _selectedBlock = (BlockType)(key - KeyCode.Alpha1);
                    }
                }
            }
        }