private void Update() { FadeInOutUtil.UpdateState(); m_ControlPanel.UpdateState(); if (m_ControlPanel.IsInteractionDone()) { //交互完毕,可以转到“核心开始冷却”场景了 coolDown(); gameObject.GetComponent <NetSyncController>().RPC(this, "coolDown"); } //TryInitPlayerScale(); }
// Update is called once per frame void Update() { FadeInOutUtil.UpdateState(); switch (state) { // 场景的初始状态 case Room1State.Initing: InitAllGameObject(); subtitlesToDisplay = subtitleInitToDisplay; Key1WorldPosition = key1.transform.position; Key2WorldPosition = key2.transform.position; CropseWorldPosition = corpse.transform.position; IDCardWorldPosition = IDCard.transform.position; //StartCoroutine(EnemyCreateRountine()); state = Room1State.FindingKey1; break; // 玩家正在找第一个钥匙 case Room1State.FindingKey1: break; // 玩家正在找第二个钥匙 case Room1State.FindingKey2: break; // 玩家正准备尝试开最后一个门 case Room1State.TryingToOpenRoom: break; // 玩家正在找必需品 case Room1State.FindingNeeded: subtitlesToDisplay = subtitleOpenDoorFalseToDisplay; break; // 玩家正在找ID卡 case Room1State.FindingIDCard: break; // 玩家正在逃离房间 case Room1State.EscapingRoom: subtitlesToDisplay = subtitleEscapingToDisplay; break; } }
// Update is called once per frame void Update() { m_Time = m_TimeLineDirector.time; FadeInOutUtil.UpdateState(); switch (m_CamState) { case CameraState.ROAMING: Update_Roaming(); break; case CameraState.THIRD_PERSON: Update_ThirdPerson(); break; case CameraState.LOOKING_AT_KUN: Update_LookingAtKun(); break; case CameraState.VIDEO: Update_Video(); break; } }
void Update() { FadeInOutUtil.UpdateState(); }