/////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CheckNavigation() { ///////////Type if (Input.GetAxis("Vertical") > 0.2f && !snaped) { selectedType--; print("type = " + nfmod(selectedType, 4)); ui.UpdateArrows(nfmod(selectedType, 4), nfmod(selectedType + 1, 4)); snaped = true; aS.pitch = 1f; aS.PlayOneShot(switchTypeSFX); } if (Input.GetAxis("Vertical") < -0.2f && !snaped) { selectedType++; print("type = " + nfmod(selectedType, 4)); ui.UpdateArrows(nfmod(selectedType, 4), nfmod(selectedType - 1, 4)); snaped = true; aS.pitch = 1f; aS.PlayOneShot(switchTypeSFX); } if (Input.GetAxis("Horizontal") > 0.2f && !snaped) { int modType = nfmod(selectedType, 4); if (modType < 3) { selectedParts [modType]++; UpdateVisualisation(modType, playerInventory.GetIDFromReference(modType, nfmod(selectedParts [modType], playerInventory.GetArrayLength(modType)))); } else { selectedMemento++; currentMemento = playerInventory.mementos[nfmod(selectedMemento, playerInventory.mementos.Count)]; ui.UpdateName(currentMemento); UpdateVisualisation(modType, currentMemento.ID); } aS.pitch = 1f; aS.PlayOneShot(switchPartSFX); snaped = true; } if (Input.GetAxis("Horizontal") < -0.2f && !snaped) { int modType = nfmod(selectedType, 4); if (modType < 3) { selectedParts [modType]--; UpdateVisualisation(modType, playerInventory.GetIDFromReference(modType, nfmod(selectedParts [modType], playerInventory.GetArrayLength(modType)))); } else { selectedMemento--; currentMemento = playerInventory.mementos[nfmod(selectedMemento, playerInventory.mementos.Count)]; ui.UpdateName(currentMemento); UpdateVisualisation(modType, currentMemento.ID); } aS.pitch = 0.999f; aS.PlayOneShot(switchPartSFX); snaped = true; } /////////Reset input if ((Input.GetAxis("Vertical") < 0.2f && Input.GetAxis("Vertical") > -0.2f) && (Input.GetAxis("Horizontal") < 0.2f && Input.GetAxis("Horizontal") > -0.2f)) { snaped = false; } }