// Update is called once per frame void Update() { if (PlayerInside && Input.GetButtonDown("Interact") && AVG.state == AVGManager.STATE.OFF && FinishTalking) { AVG.StartAVG(data[TalkTimes], gameObject); FinishTalking = false; if (TalkTimes < data.Count - 1) { TalkTimes++; } } AVGManager.STATE NewState = AVG.state; if (NewState != LastState && NewState != AVGManager.STATE.OFF) { MC.UnLock(false); } else if (NewState != LastState && NewState == AVGManager.STATE.OFF) { MC.UnLock(true); } LastState = NewState; if (PlayerInside && AVG.state == AVGManager.STATE.OFF) { Tips.SetActive(true); } else { Tips.SetActive(false); } }
private void Update() { if (PlayerInside && Input.GetButtonDown("Interact") && FinishTalking) { FinishTalking = false; MainController MC = FindObjectOfType <MainController>(); Save save = new Save { HasSword = MC.hasSword, CanWallJump = MC.CanWallJump, SavePointNum = SavePointNumber, AreaNum = Cam.AreaNum }; MC.currentHP = MC.MaxHP; MC.currentDashEnergy = MC.MaxDashEnergy; bool SaveGamesuccess = FindObjectOfType <SaveLoad>().SaveGame(save); if (SaveGamesuccess) { AVG.StartAVG(SuccessData, gameObject); } else { AVG.StartAVG(FailData, gameObject); } } AVGManager.STATE NewState = AVG.state; if (NewState != LastState && NewState != AVGManager.STATE.OFF) { MC.UnLock(false); } else if (NewState != LastState && NewState == AVGManager.STATE.OFF) { MC.UnLock(true); } LastState = NewState; if (PlayerInside && AVG.state == AVGManager.STATE.OFF) { Tips.SetActive(true); } else { Tips.SetActive(false); } }