// Update is called once per frame void Update() { // Don't update if the game is over if (!CustomerSpawn.GameIsOver()) { // Decrease timer at rate determined by customer satisfaction timer -= Time.deltaTime * anger; // When timer elapses, customer leaves and deducts points in dissatisfaction if (timer <= 0.0) { if (anger == 1.0) { P1Movement.ScorePenalty(BASE_PENALTY * numIngredients); P2Movement.ScorePenalty(BASE_PENALTY * numIngredients); } // Determine which player(s) deserve(s) the penalty else { if (aScale > 0) { P1Movement.ScorePenalty(BASE_PENALTY * numIngredients * 2); } else if (aScale < 0) { P2Movement.ScorePenalty(BASE_PENALTY * numIngredients * 2); } else { P1Movement.ScorePenalty(BASE_PENALTY * numIngredients * 2); P2Movement.ScorePenalty(BASE_PENALTY * numIngredients * 2); } } CustomerSpawn.SetOccupied(custID, false); Destroy(gameObject); } } }
void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } input = new InputMaster(); //getting input if (useKeyBoard) { input.Player1.Movement.performed += P1Movement => movement = P1Movement.ReadValue <Vector2>(); } else { input.Player1.Movement.performed += P1Movement => Move1(P1Movement.ReadValue <Vector2>()); } // input.Player1.Interact.started += ctx => StartCoroutine(Interact()); }