void Update()
    {
        #region Test Blink Input with Return
        if (Input.GetKeyDown(KeyCode.Return))
        {
            blink.ExecuteBlink(blinkDuration);
        }
        #endregion

        timer.UpdateTimer(Time.deltaTime);

        if (running)
        {
            #region Present the Blink
            if (forceBlink[trialIndex] && !presentedBlinkYet && timer.counter <= blinkDuration + .00f)
            {
                presentedBlinkYet = true;
                blink.ExecuteBlink(blinkDuration);
            }
            #endregion

            #region Timer Completion
            if (timer.CheckTimer())
            {
                receivingInput    = true;
                gettingInputStart = Time.timeSinceLevelLoad;
                DisplayPromptInput();
            }
            #endregion

            HandleInputLogic();
        }
    }
示例#2
0
    void Update()
    {
        kickTimer.UpdateTimer(Time.deltaTime);

        if (Input.GetKeyDown(KeyCode.Return))
        {
            KickCamera(Vector3.right, 2);
        }

        if (kicking)
        {
            if (recoiling)
            {
                if (kickTimer.Running)
                {
                    float timerPercentage = (kickTimer.counter / kickTimer.timerTargetValue);
                    //int kt = (int)(kickTimer.counter * 100);
                    //Debug.Log("Recoiling\nTimer running: " + kickTimer.counter);
                    transform.position = Vector3.Lerp(intendedPosition, kickedPosition, timerPercentage);
                }
                if (kickTimer.CheckTimer())
                {
                    transform.position = kickedPosition;

                    //Debug.Log("Recoil Complete\nTimer running: " + kickTimer.counter + "\t" + kickTimer.CheckTimer());
                    recoiling = false;
                    kickTimer.Reset(true);
                    kickTimer.Start();
                }
            }

            if (!recoiling)
            {
                if (kickTimer.Running)
                {
                    float timerPercentage = (kickTimer.counter / kickTimer.timerTargetValue);
                    transform.position = Vector3.Lerp(kickedPosition, intendedPosition, timerPercentage);
                }
                if (kickTimer.CheckTimer())
                {
                    transform.position = intendedPosition;

                    kicking = false;
                }
            }
        }
    }
示例#3
0
    void Update()
    {
        resetTimer.UpdateTimer(Time.deltaTime);

        resetTimer.CheckTimer();

        if (Toggle.obstacleEnabled[(int)affiliation] || obType == ObstacleType.ForceSwitch)
        {
            col.enabled = true;
            //sRend.material.color = normal;
            sRend.sprite = ActiveImage;
        }
        else
        {
            col.enabled = false;
            //sRend.material.color = disabled;
            sRend.sprite = DisabledImage;
        }
    }
示例#4
0
    void Update()
    {
        GetInput();

        for (int i = 0; i < ScoreDisplay.Length; i++)
        {
            ScoreDisplay[i].text = "" + (int)score[i];
        }

        #region UpdateSpeed
        //speedSlider.value = speed;
        #endregion

        #region Invulnerability
        if (invulnerable)
        {
            invulFrames -= Time.deltaTime;

            if (invulFrames <= 0)
            {
                EndInvulnerability();
            }
        }
        #endregion

        #region Status Effects
        statusLength -= Time.deltaTime;
        if (statusEffect != 0 && statusLength <= 0)
        {
            ChangeStatusEffect(0);
        }

        if (statusEffect == 1 && !burning)
        {
            StartCoroutine(BurnDamage());
        }
        if (statusEffect == 2 && !soaked)
        {
            StartCoroutine(SoakedHeal());
        }
        if (statusEffect == 3 && !mucked)
        {
            StartCoroutine(MuckDown());
        }
        if (statusEffect == 4 && !gusted)
        {
            StartCoroutine(GustUp());
        }
        #endregion

        #region Advancement Progression
        if (transform.position.x >= Cameras[WorldIndex].transform.position.x + 5)
        {
            //Debug.Log("Advancing Right\n");
            AdvanceRight = true;
        }
        else
        {
            //Debug.Log("Advancing Right\n");
            AdvanceRight = false;
        }
        #endregion

        shiftTimer.CheckTimer();
        shiftTimer.UpdateTimer(Time.deltaTime);
        //Debug.Log("W Index:" + WorldIndex + "\n");
        score[WorldIndex] += Time.deltaTime;
    }