private void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { ToggleSettings(); } if (activateDecline) { /* * HERE WE NEED A TIMER */ if (_currentTimeForDecline > 0) { _currentTimeForDecline -= Time.deltaTime; //Update Text UIObjects.Instance.DeclineText.text = "Remaining... " + (int)_currentTimeForDecline; Debug.Log($"Timer -> {(int) _currentTimeForDecline} <-"); } else { _currentTimeForDecline = 4f; LookForGame.SetFGButtons(); if (!hasAnswered) { ClientSend.MatchFoundAnswer(false); Debug.Log("Match auto declined"); } UIObjects.Instance.MatchFoundUI.GetComponent <Canvas>().enabled = false; activateDecline = false; } } UIObjects.Instance.loadingBarImage_Login.fillAmount += 0.005f; if (!(Math.Abs(UIObjects.Instance.loadingBarImage_Login.fillAmount - 1f) < 0.01f)) { return; } UIObjects.Instance.loadingBarImage_Login.fillClockwise = !UIObjects.Instance.loadingBarImage_Login.fillClockwise; UIObjects.Instance.loadingBarImage_Login.fillAmount = 0; }
public static void InteractableButtons(Packet _packet) { LookForGame.SetInteract(); }
public static void MMState(Packet _packet) { LookForGame.SetFGButtons(); }