void ProcessActions(KeyCode key) { if (key == ActionMoveUp) { playerMovement.MovePlayerUp(playerObj); } if (key == ActionMoveDown) { playerMovement.MovePlayerDown(playerObj); } if (key == ActionShoot) { playerShooting.ShootProjectile(playerObj, playerID); } if (key == ActionBuildFirewall) { playerBuilding.HandleBuild(playerObj, playerID, playerMovement.CurrentLane); } timer = mirrorDelay; actionList.RemoveAt(0); }
void ProcessActions() { if (Input.GetKeyDown(ActionMoveUp)) { PassActionToNPC(ActionMoveUp); ResetBuildTimer(); playerMovement.MovePlayerUp(playerObj); } if (Input.GetKeyDown(ActionMoveDown)) { PassActionToNPC(ActionMoveDown); ResetBuildTimer(); playerMovement.MovePlayerDown(playerObj); } if (Input.GetKeyDown(ActionShoot)) { PassActionToNPC(ActionShoot); playerShooting.ShootProjectile(playerObj, playerID); } if (Input.GetKey(ActionBuildFirewall)) { CheckFirewallsInLane(); ChangeComputerFirewallFill(playerMovement.CurrentLane); if (Input.GetKeyDown(ActionBuildFirewall)) { PassActionToNPC(ActionBuildFirewall); } isPlayerBuildingFirewall = true; firewallTimer += Time.deltaTime; audioManager.PlayFirewallBuildingSound(); if (firewallTimer >= firewallTimerThreshold) { playerBuilding.HandleBuild(playerObj, playerID, playerMovement.CurrentLane); ResetBuildTimer(); } } else { audioManager.StopFirewallBuildingSound(); ResetBuildTimer(); } if (Input.GetKeyUp(ActionBuildFirewall)) { playerComputers [playerMovement.CurrentLane].transform.Find("Arrow").GetComponent <Image> ().fillAmount = (firewallTimer / firewallTimerThreshold); } }