/// <summary> /// checks if this QTE is in view of the camera, if so the QTE will be set to active. /// </summary> private void CheckIfInViewOfCamera() { if (spriteRenderer.isVisible) { state = QuickTimeEventState.Active; } }
/// <summary> /// Checks for any key that is pressed. And compares it to the key that has to be pressed, if correct the player may continue, else it wont do anything. /// </summary> private void GetUserInput() { for (int i = 0; i < quickTimeEventKeys.Length; i++) { if (Input.anyKeyDown && keyToPressIndex < quickTimeEventKeys.Length) { if (Input.GetKeyDown(quickTimeEventKeys[keyToPressIndex].KeyToPress)) { Debug.Log("Pressed the CORRECT key!"); keyToPressIndex++; if (keyToPressIndex == quickTimeEventKeys.Length) { state = QuickTimeEventState.Completed; spriteRenderer.sprite = null; return; } else { spriteRenderer.sprite = quickTimeEventKeys[keyToPressIndex].KeySprite; } } else { Debug.Log("Pressed the WRONG key!"); } } } }