void Update() { checkFailure(); checkDamage(); checkLife(); if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.LoadScene("Menu"); } // starting shield repair if (Input.GetKeyDown("s") && !reparing && faultyShield) { transform.position = new Vector2(-50, 0); transform.localScale = smallShip; reparing = true; MiniGameUI.ShowControlsBouclier(); reparingSystem = Instantiate(shieldPrefab); reparingSystem.GetComponent <Bouclier>().ship = this; } // starting engine 1 repair else if (Input.GetKeyDown("e") && !reparing && faultyEngine1) { transform.position = new Vector2(-50, 0); transform.localScale = smallShip; reparing = true; reparingEngineNumber = 1; MiniGameUI.ShowControlsMoteur(); reparingSystem = Instantiate(enginePrefab); reparingSystem.GetComponent <Moteur>().ship = this; } // starting engine 2 repair else if (Input.GetKeyDown("w") && !reparing && faultyEngine2) { transform.position = new Vector2(-50, 0); transform.localScale = smallShip; reparing = true; reparingEngineNumber = 2; MiniGameUI.ShowControlsMoteur(); reparingSystem = Instantiate(enginePrefab); reparingSystem.GetComponent <Moteur>().ship = this; } // starting milk repair else if (Input.GetKeyDown("m") && !reparing && faultyMilk) { transform.position = new Vector2(-50, 0); transform.localScale = smallShip; reparing = true; MiniGameUI.ShowControlsLait(); reparingSystem = Instantiate(milkPrefab); reparingSystem.GetComponent <Lait>().ship = this; } // applying ship shaking timeElapsed += Time.deltaTime; transform.position = new Vector2(transform.position.x, transform.position.y + shipOscilation.Evaluate(timeElapsed * 15)); //Camera Shaking if (shake > 0) { gameCamera.transform.localPosition = Random.insideUnitCircle * shakeAmount; shake -= Time.deltaTime * decreaseFactor; } }