private void Update() { // Pause input for other external input. if (inputPaused) { if (Time.time > inputPauseTimeout) { inputPaused = false; } else { return; } } Inputs(); Blocking(); Moving(); Damage(); SwitchWeapons(); if (!rpgCharacterController.IsActive("Relax")) { Strafing(); Facing(); Aiming(); Rolling(); Attacking(); } }
private void Update() { Inputs(); Blocking(); Moving(); Damage(); SwitchWeapons(); if (!rpgCharacterController.IsActive("Relax")) { Strafing(); Facing(); Aiming(); Rolling(); Attacking(); } }
private void Blocking() { if (!rpgCharacterController.isCasting && !rpgCharacterController.isSitting && !rpgCharacterController.IsActive("Relax")) { bool blockGui = GUI.Toggle(new Rect(25, 215, 100, 30), rpgCharacterController.isBlocking, "Block"); if (blockGui && rpgCharacterController.CanStartAction("Block")) { rpgCharacterController.StartAction("Block"); } else if (!blockGui && rpgCharacterController.CanEndAction("Block")) { rpgCharacterController.EndAction("Block"); } if (blockGui) { if (GUI.Button(new Rect(30, 240, 100, 30), "Get Hit")) { rpgCharacterController.StartAction("GetHit", new HitContext()); } } } }