示例#1
0
 // Update is called once per frame
 void Update()
 {
     //if (Input.GetMouseButtonDown(0))
     if (CustomController.GetButtonDown(Constants.TakePicture))
     {
         if (cameraSnap == null || CameraReady == false)
         {
             return;
         }
         cameraSnap.SnapShutter();
         TakePicture();
         if (cameraSFX != null)
         {
             cameraSFX.Play();
         }
         if (picText != null)
         {
             picText.text = (allPics.Length - picIndex).ToString();
         }
     }
     if (CustomController.GetButtonDown(Constants.ReadyCamera))
     {
         ReadyCamera();
     }
     if (CustomController.GetButtonUp(Constants.ReadyCamera))
     {
         UnReadyCamera();
     }
 }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     timer += Time.deltaTime;
     //dont throw items if camera is poised for taking pictures
     if (photographer != null && photographer.CameraReady)
     {
         return;
     }
     //if enough time has passed and the object limit is not exceeded, create object and throw when button is pressed
     if (CustomController.GetButtonDown(Constants.ThrowObject) && timer >= coolDownTime && currentObjects < objectLimit)
     {
         ThrowCarrot();
     }
 }
示例#3
0
        //add on method to support crouching
        //reduce height if player pressed crouch button, return to normal on release
        private void HandleCrouch()
        {
            if (CustomController.GetButtonDown(Constants.CrouchButton) && !IsCrouching)
            {
                transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y / 2.0f, transform.localScale.z);
                IsCrouching          = true;
                //reduce speed while crouching
                m_WalkSpeed /= 2.0f;
            }

            if (CustomController.GetButtonUp(Constants.CrouchButton) && IsCrouching)
            {
                transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y * 2.0f, transform.localScale.z);
                IsCrouching          = false;
                //return to normal speed
                m_WalkSpeed *= 2.0f;
            }
        }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        //toggle pause
        if (CustomController.GetButtonDown(Constants.Pause) && !DontAllowPause)
        {
            if (paused)
            {
                paused         = false;
                Time.timeScale = 1;
                pauseText.SetActive(false);
                Cursor.visible   = false;
                Cursor.lockState = CursorLockMode.Locked;
            }
            else if (!paused)
            {
                paused         = true;
                Time.timeScale = 0;
                pauseText.SetActive(true);
                Cursor.visible   = true;
                Cursor.lockState = CursorLockMode.None;
            }
            // SceneManager.LoadScene("Lab");
        }

        //decrease timer
        //timeRemaining -= Time.deltaTime;
        //int minutes = Mathf.FloorToInt(timeRemaining / 60f);
        //int seconds = Mathf.FloorToInt(timeRemaining - minutes * 60);
        // timeText.text = "Time Remaining: " + string.Format("{0:0}:{1:00}", minutes, seconds);

        //check framerate
        if (debug && debugText != null)
        {
            int fps = (int)(1f / Time.unscaledDeltaTime);
            debugText.text = "FPS: " + fps;
        }
    }