void Update() { if (Input.GetKeyDown(KeyCode.Space)) { stm.Continue(); } }
void Update() { if (isClickable) { if (Input.GetKeyDown(advanceKey)) { if (textMesh.reading) { //is text being read out, and player has lifted up the key in this block of text? textMesh.SpeedRead(); //show all text, or speed up } if (!textMesh.reading && !textMesh.unreading) { //call Continue(), if no need to continue, advance to next box. only when button is pressed, too if (!textMesh.Continue()) { textMesh.UnRead(); } else { Debug.Log("CONTINUING NOW"); } } } if (Input.GetKeyUp(advanceKey)) { textMesh.RegularRead(); //return to normal reading speed, if possible. } } }
void Update() { if (Input.GetKeyDown(key)) { stm.Continue(); } }
void Update() { if (Input.GetKey(advanceKey)) { advanceKeySprite.transform.localScale = advanceKeyScale; //scale key if held } else { advanceKeySprite.transform.localScale = Vector3.Lerp(advanceKeySprite.transform.localScale, advanceKeyStartScale, Time.deltaTime * advanceKeyTime); } if (Input.GetKeyDown(advanceKey)) { if (textMesh.reading) //is text being read out, and player has lifted up the key in this block of text? { textMesh.SpeedRead(); //show all text, or speed up } if (!textMesh.reading && !textMesh.unreading) //call Continue(), if no need to continue, advance to next box. only when button is pressed, too { if (!textMesh.Continue()) { textMesh.UnRead(); } else { Debug.Log("CONTINUING NOW"); } } } if (Input.GetKeyUp(advanceKey)) { textMesh.RegularRead(); //return to normal reading speed, if possible. } }
void Update() { if (Input.GetKey(advanceKey)) { if (textMesh.reading) //is text being read out? { textMesh.SpeedRead(); //show all text, or speed up } else if (!textMesh.Continue() && !textMesh.unreading) //call Continue(), if no need to continue, advance to next box. { textMesh.UnRead(); //Apply(); } advanceKeySprite.transform.localScale = advanceKeyScale; } else { advanceKeySprite.transform.localScale = Vector3.Lerp(advanceKeySprite.transform.localScale, advanceKeyStartScale, Time.deltaTime * advanceKeyTime); } if (Input.GetKeyUp(advanceKey)) { textMesh.RegularRead(); //return to normal reading speed, if possible. } }