public void Update() { if (Input.GetKeyDown(KeyCode.F11)) { textToggle = !textToggle; } tmProObjRef.alpha = textToggle ? 1.0f : 0.0f; var timeSpan = igTimer.Elapsed; string colorCode = gameEnd ? "48F259" : "FFFFFF"; tmProObjRef.text = $"<color=#{colorCode}>"; if (timeSpan.Hours > 0) { tmProObjRef.text += string.Format("{0:D1}:", timeSpan.Hours); } tmProObjRef.text += string.Format("{0:D2}:{1:D2}.{2:D3}", timeSpan.Minutes, timeSpan.Seconds, timeSpan.Milliseconds); if (_remastered != DebugManager.remastered && wideAspect) { _remastered = DebugManager.remastered; CanvasUtil.UpdateRectTransform(_background, (_remastered) ? topRightHD : topRightLegacy); } if (SceneManager.GetActiveScene().name == "title") { if (Input.GetKeyDown(KeyCode.I)) { igTimer.Stop(); igTimer.Reset(); textToggle = true; AcuMode = !AcuMode; lastCostume = null; } tmProObjRef.text += "\n[I] " + (AcuMode ? "ACU" : "Any%"); } }