void Update() { //make this a for loop? if (Input.GetKeyDown(KeyCode.Alpha1) && triggers[0].IsNoteNear()) { playerController.SetScore(triggers[0].GetScore()); playerController.UpdatePlayer(); noteController.DeactivateNote(triggers[0].GetNearNote()); } else if (Input.GetKeyDown(KeyCode.Alpha1)) { playerController.UpdatePlayer(); } if (Input.GetKeyDown(KeyCode.Alpha2) && triggers[1].IsNoteNear()) { playerController.SetScore(triggers[1].GetScore()); playerController.UpdatePlayer(); noteController.DeactivateNote(triggers[1].GetNearNote()); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { playerController.UpdatePlayer(); } if (Input.GetKeyDown(KeyCode.Alpha3) && triggers[2].IsNoteNear()) { playerController.SetScore(triggers[2].GetScore()); playerController.UpdatePlayer(); noteController.DeactivateNote(triggers[2].GetNearNote()); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { playerController.UpdatePlayer(); } if (Input.GetKeyDown(KeyCode.Alpha4) && triggers[3].IsNoteNear()) { playerController.SetScore(triggers[3].GetScore()); playerController.UpdatePlayer(); noteController.DeactivateNote(triggers[3].GetNearNote()); } else if (Input.GetKeyDown(KeyCode.Alpha4)) { playerController.UpdatePlayer(); } }
// Update is called once per frame void FixedUpdate() { transform.position -= transform.right / 8; if (transform.position.x < -10) { //make an event here to avoid tons of references? //break combo, go to next player & remove note playerController.UpdatePlayer(); controller.DeactivateNote(gameObject); } }