public override void DoInteraction(bool sentFromPlayerInput = false) { CheckInteraction(); if (!_canContinue) { return; } GameSaveController.SaveGame(InteractableID); }
private void Update() { AnimateOverworldCharacter(); switch (State) { case PlayerState.Active: if (Input.GetButtonDown("Submit")) { TryInteract(); } if (Input.GetButtonDown("Cancel")) { OpenMainMenu(); } break; case PlayerState.Busy: break; } //test #if UNITY_EDITOR if (Input.GetKeyDown(KeyCode.LeftShift)) { MovementSpeed = 10; } if (Input.GetKeyUp(KeyCode.LeftShift)) { MovementSpeed = 5; } if (Input.GetKeyDown(KeyCode.Z)) { GameSaveController.Save(); } if (Input.GetKeyDown(KeyCode.X)) { GameSaveController.Load(); } if (Input.GetKeyDown(KeyCode.Q)) { _toggleMinimapCamera(); } #endif }