// Update is called once per frame void Update() { // playerRigidBody.velocity = new Vector2(PlayerInput.Instance.MoveX, PlayerInput.Instance.MoveY); //anim.SetFloat("MoveX", PlayerInput.Instance.MoveX); //anim.SetFloat("MoveY", PlayerInput.Instance.MoveY); if ((PlayerInput.Instance.MoveX != 0) || (PlayerInput.Instance.MoveY != 0)) { anim.SetBool("walking", true); anim.SetFloat("MoveX", PlayerInput.Instance.MoveX); anim.SetFloat("MoveY", PlayerInput.Instance.MoveY); UpdateFace(); QuestManager.Instance.StopIdleState(); tempo_parado = 0f; } else { anim.SetBool("walking", false); tempo_parado += Time.deltaTime; } if (Input.GetKeyDown(KeyCode.Tab) && consoleManager.canShowConsole) { SearchHint(); } if (Input.GetKeyDown(KeyCode.Escape) && consoleManager.canShowConsole) { consoleManager.CloseByEscape(); } if (PlayerInput.Instance.ActionButton) { SearchAction(); } if (PlayerInput.Instance.TeleportButton && teleportEnabled) { StartTeleport(); } if (tempo_parado >= tempo_para_idle) { QuestManager.Instance.IdleState(); } }