void Update() { //if pause game, do not do anything if (PauseGame(InputRedd096.GetButtonDown("Pause Button"))) { return; } //else check if resume game ResumeGame(InputRedd096.GetButtonDown("Resume Button")); //and update state state?.Execution(); }
public override void Execution() { base.Execution(); //if press, enter in build turret state if (InputRedd096.GetButtonDown("Build Turret")) { EnterBuildTurret(); return; } //else update strategic slider UpdateStrategicSlider(InputRedd096.GetButton("Finish Strategic Phase")); }
bool PauseGame(bool inputPause) { if (inputPause) { //if state is place turret && press escape, doesn't pause (we use it to exit from this state) if (state.GetType() == typeof(PlayerPlaceTurret) && InputRedd096.IsSameInput("Pause Button", "Deny Turret")) { return(false); } //if not ended game && time is running && is not end assault phase (showing panel to end level) if (GameManager.instance.levelManager.GameEnded == false && Time.timeScale > 0 && GameManager.instance.levelManager.CurrentPhase != EPhase.endAssault) { SceneLoader.instance.PauseGame(); return(true); } } return(false); }
public override void Execution() { base.Execution(); //check if confirm turret if (InputRedd096.GetButtonDown("Confirm Turret")) { PlaceTurret(); return; } //or deny turret else if (InputRedd096.GetButtonDown("Deny Turret")) { StopPlaceTurret(); return; } //else select cell SelectCell(InputRedd096.GetValue <Vector2>("Select Cell")); }
public override void Execution() { base.Execution(); //set invert Y player.VirtualCam.m_YAxis.m_InvertInput = player.invertY; //move camera MoveCamera(InputRedd096.GetActiveControlName("Move Camera"), InputRedd096.GetValue <Vector2>("Move Camera")); //when move camera, check if changed face CheckChangedFace(); //rotate cube or select cell (check if keeping pressed to rotate) if (InputRedd096.GetButton("Keep Pressed To Rotate")) { RotateCube(InputRedd096.GetValue <Vector2>("Rotate Cube")); } else { SelectCell(InputRedd096.GetValue <Vector2>("Select Cell")); } }