示例#1
0
    private void Update()
    {
        //Apertura e chiusura inventario A
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInventario"]) && inventoryEnabledA)
        {
            Debug.Log("AInventario");
            inventoryEnabledA = !inventoryEnabledA;

            InterfaceCollectibleA.SetActive(false);
        }
        else if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInventario"]) && !inventoryEnabledA)
        {
            Debug.Log("AInventario");
            inventoryEnabledA = !inventoryEnabledA;
            InterfaceCollectibleA.SetActive(true);
        }



        //Apertura e chiusura inventario B
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerBInventario"]) && inventoryEnabledB)
        {
            Debug.Log("BInventario");
            inventoryEnabledB = !inventoryEnabledB;

            InterfaceCollectibleB.SetActive(false);
        }
        else if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerBInventario"]) && !inventoryEnabledB)
        {
            Debug.Log("BInventario");
            inventoryEnabledB = !inventoryEnabledB;
            InterfaceCollectibleB.SetActive(true);
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        //Gestione Intro
        if ((Time.time - timeToIntro > 50 && contaActive == 0) || skip)
        {
            skip = false;
            skipButton.gameObject.SetActive(false);

            videoIntroCamera.SetActive(false);
            intro.SetActive(true);
            Interface.SetActive(true);
            PlayerA.SetActive(false);
            PlayerB.SetActive(false);
            contaActive++;
        }

        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInteract"]))
        {
            intro.SetActive(false);
            PlayerA.SetActive(true);
            PlayerB.SetActive(true);
        }

        //Gestione inventari A
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInventario"]) && inventoryEnabledA)
        {
            inventoryEnabledA = !inventoryEnabledA;

            InterfaceCollectibleA.SetActive(false);
        }
        else if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInventario"]) && !inventoryEnabledA)
        {
            inventoryEnabledA = !inventoryEnabledA;
            InterfaceCollectibleA.SetActive(true);
        }


        //Gestione inventari A
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerBInventario"]) && inventoryEnabledB)
        {
            inventoryEnabledB = !inventoryEnabledB;

            InterfaceCollectibleB.SetActive(false);
        }
        else if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerBInventario"]) && !inventoryEnabledB)
        {
            inventoryEnabledB = !inventoryEnabledB;
            InterfaceCollectibleB.SetActive(true);
        }
    }
    // Update is called once per frame
    void Update()
    {
        //gestione video intro
        if ((Time.time - timeIntro > 64 && contaInizio == 0) || skip)
        {
            skip = false;
            skipButton.gameObject.SetActive(false);
            videoIntro.gameObject.SetActive(false);
            liam.gameObject.SetActive(true);
            remy.gameObject.SetActive(true);
            interfacciaUtente.gameObject.SetActive(true);
            descrizioneIntro.gameObject.SetActive(true);
            contaInizio++;
        }
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInteract"]))
        {
            intro.SetActive(false);
        }

        //Gestione inventario player A
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInventario"]) && inventoryEnabledA)
        {
            inventoryEnabledA = !inventoryEnabledA;

            InterfaceCollectibleA.SetActive(false);
        }
        else if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerAInventario"]) && !inventoryEnabledA)
        {
            inventoryEnabledA = !inventoryEnabledA;
            InterfaceCollectibleA.SetActive(true);
        }



        //Gestione inventario player b
        if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerBInventario"]) && inventoryEnabledB)
        {
            inventoryEnabledB = !inventoryEnabledB;

            InterfaceCollectibleB.SetActive(false);
        }
        else if (Input.GetKeyDown(InputAssign.keyDictInteract["PlayerBInventario"]) && !inventoryEnabledB)
        {
            inventoryEnabledB = !inventoryEnabledB;
            InterfaceCollectibleB.SetActive(true);
        }
    }