void Update() { //an addition by lachlan to skip levels as we please if (Input.GetKeyDown(KeyCode.P)) { int p = Application.loadedLevel; Application.LoadLevel(p + 1); } if (Input.GetKeyDown(KeyCode.O)) { int o = Application.loadedLevel; Application.LoadLevel(o - 1); } grappling_hook.update(); if (grappling_hook.grapple_state == GrapplingHook.GrappleState.NONE) { update_scale(); player_movement.update(); } health.update(); weapon_control.update(); pos = transform.position; float world_bounds = 4.0f; Vector3 top_left = Camera.main.ScreenToWorldPoint(Vector3.zero); Vector3 bot_right = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); if (pos.x < top_left.x - world_bounds || pos.x > bot_right.x + world_bounds || pos.y < top_left.y - world_bounds || pos.y > bot_right.y + world_bounds) { //Lachlan changed this to restart current level not the first level //ie it used to restart the game on death (you should probably call void destroy here) Application.LoadLevel(Application.loadedLevel); } if (Input.GetKeyDown(KeyCode.Alpha1)) { weapon_inventory.equip_weapon(weapon_inventory.weapons[0]); } if (Input.GetKeyDown(KeyCode.Alpha2)) { weapon_inventory.equip_weapon(weapon_inventory.weapons[1]); } if (Input.GetKeyDown(KeyCode.Alpha3)) { weapon_inventory.equip_weapon(weapon_inventory.weapons[2]); } if (Input.GetKeyDown(KeyCode.Alpha4)) { weapon_inventory.equip_weapon(weapon_inventory.weapons[3]); } if (Input.GetKeyDown(KeyCode.Alpha5)) { weapon_inventory.equip_weapon(weapon_inventory.weapons[4]); } if (Input.GetKeyDown(KeyCode.Alpha6)) { weapon_inventory.equip_weapon(weapon_inventory.weapons[5]); } current_node = Map.grid.get_node(Map.grid.world_to_grid(pos)); }
private void Update() { weapon_control.update(); health.update(); }