// Update is called once per frame private void FixedUpdate() { if (Manager.State != KS_Manager.GameState.Playing) { return; } MoveCamera(KS_Input.GetAxis("View Horizontal"), KS_Input.GetAxis("View Vertical")); MovePlayer(KS_Input.GetAxis("Move Horizontal"), KS_Input.GetAxis("Move Vertical")); currentVelocity = Vector3.Slerp(currentVelocity, targetVelocity, Time.deltaTime * movementSmooth); rb.AddRelativeForce(targetVelocity, ForceMode.Force); if (IsGrounded() || IsSwimming) { rb.drag = 2.5f; } else { rb.drag = 1; } if (KS_Input.GetInputDown("jump")) { if ((IsGrounded() || IsSwimming)) { Jump(); } } if (KS_Input.GetInputDown("crouch")) { Crouch(); } if (KS_Input.GetInputDown("run")) { print("Running"); running = true; } if (KS_Input.GetInputUp("run")) { print("walking"); running = false; } raycastInteractable(); }
// Update is called once per frame void Update() { if ((Input.GetKeyDown(KeyCode.M) || KS_Input.GetInputDown("map")) && Manager.State == KS_Manager.GameState.Playing) { if (!mapActive) { map.DisableMinimap(); playerCam.enabled = false; map.ShowMap(); mapActive = true; } else { mapActive = false; map.HideMap(); map.EnableMinimap(); playerCam.enabled = true; } } }
// Update is called once per frame void Update() { if (loaded) { if (waitForInput) { if (KS_Input.GetInputDown(waitInputID)) { LoadScreenContainer.SetActive(false); loaded = false; KS_Manager.Instance.LevelLoaded(); } } else { LoadScreenContainer.SetActive(false); loaded = false; KS_Manager.Instance.LevelLoaded(); } } }
private void Update() { if (!running) { return; } // Inputs if (KS_Input.GetInputDown(skipInput)) { Skip(); } if (KS_Input.GetInputDown(waitForInputButton)) { Continue(); } // Timer if (fadeTimer > 0) { timer += Time.deltaTime; if (fadeIn) { SetFadeAlpha(1f - timer / fadeTimer); if (timer > fadeTimer) { StartTimer(); } } else { SetFadeAlpha(timer / fadeTimer); if (timer > fadeTimer) { NextScreen(); } } } if (screenIndex < splashScreens.Count && !splashScreens[screenIndex].waitForInput) { if (aliveTime > 0f) { timer += Time.deltaTime; if (timer > aliveTime) { if (splashScreens[screenIndex].fadeInOut) { Fade(splashScreens[screenIndex].fadeTime, true); } else { NextScreen(); } } } } }