Пример #1
0
 private void Update()
 {
     if (animator.GetBool("IsOpen"))
     {
         if (GlobalRegistry.CheckKey("Next"))
         {
             DisplayNextSentence();
         }
     }
 }
Пример #2
0
 private void activePower(int index)
 {
     if (GlobalRegistry.CheckKey("Mechanic" + index))
     {
         keyMechanics[index].Activate();
     }
     if (GlobalRegistry.CheckKeyUp("Mechanic" + index))
     {
         keyMechanics[index].Release();
     }
 }
Пример #3
0
 void Update()
 {
     if (GlobalRegistry.CheckKey("ToggleL"))
     {
         toggleHand(-1);
     }
     if (GlobalRegistry.CheckKey("ToggleR"))
     {
         toggleHand(1);
     }
     if (GlobalRegistry.CheckKey("Use"))
     {
         useHeldItem();
     }
 }
Пример #4
0
 // Update is called once per frame
 void Update()
 {
     //Check the STATIC OBJECT ARRAY, which is an array of PowerSlot Objects, and if either 0, 1 or 2 has a keycode that is being
     //pressed, get its power attached and do it.
     for (int i = 0; i < MECHANIC_SLOTS; i++)
     {
         //Open a Power-choosing menu
         if (GlobalRegistry.CheckKey("PowerMenu" + i))
         {
             mechanicMenu[i] = true;
             //If the Image is currently shrinking, stop it from doing that!
             Timing.KillCoroutines("PowerUI" + i);
             //Start new routine
             Timing.RunCoroutine(resizeUIImage(UISlots[i], 75), "PowerUI" + i);
             Player.GetPlayer().SetMobility(false);
         }
         if (GlobalRegistry.CheckKeyUp("PowerMenu" + i))
         {
             mechanicMenu[i] = false;
             //If the Image is currently growing, stop it from doing that!
             Timing.KillCoroutines("PowerUI" + i);
             //Start new routine
             Timing.RunCoroutine(resizeUIImage(UISlots[i], 50), "PowerUI" + i);
             //If all other mechanicMenu variables are false as well, reactivate mobility
             //Start by reactivating mobility...
             Player.GetPlayer().SetMobility(true);
             for (int j = 0; j < MECHANIC_SLOTS; j++)
             {
                 //...But if any other mechanicMenu variables ARE true, reset it to false!
                 if (mechanicMenu[j] == true)
                 {
                     Player.GetPlayer().SetMobility(false);
                 }
             }
         }
         //Activating a Power
         if (mechanicMenu[i] == false)
         {
             activePower(i);
         }
         else
         {
             activeMenu(i);
         }
     }
 }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        if (GlobalRegistry.CheckKey("PickUp"))
        {
            playerCollider.enabled = false;
            RaycastHit2D touched = Physics2D.CircleCast(
                (Vector2)playerTransform.position,
                GlobalRegistry.PLAYER_REACH(),
                playerInstance.GetDirection(),
                GlobalRegistry.PLAYER_REACH(),
                layerMask);
            playerCollider.enabled = true;
            //Pick up the object

            if (touched.collider.gameObject.GetComponent <Material>())
            {
                if (touched.collider != null)
                {
                    playerInstance.PickUp(touched.collider.gameObject);
                }
            }
        }
    }