void Update() { if (interactObject) { if (Input.GetButtonDown("Jump") && !interacting) { if (interactObject.occupied) { return; } interactObject.UsePost(gameObject.transform.parent.gameObject); movement.PlayIdle(); SetView(false); rb.velocity = new Vector2(0, 0); interacting = true; } if (Input.GetButtonDown("Cancel") && interacting) { // foreach (MonoBehaviour c in comps) // c.enabled = true; SetView(true); interactObject.GetOutPost(); interacting = false; } } }