// Update is called once per frame void Update() { ShouldPause(); _totalUpdateTime += Time.deltaTime; _gameTime = _fixedGameTime; for (int i = 0; i < _managers.Count; i++) { _managers [i].UpdateManager(_gameTime, Time.deltaTime); } if (Input.GetKeyDown(KeyCode.Backspace)) { Observe(); } if (_activeCharacter != null) { _activeCharacter.Target(); } if (_canAcceptPlayerInput) { PlayerInput.CheckSpeedButtons(); } if (_canAcceptPlayerInput && _activeCharacter != null && _isPlaying) { _activeCharacter.FaceCamera(); _activeCharacter.SetStateToKeyboard(); _activeCharacter.SetAction(PlayerInput.ActionButtons(_activeCharacter)); _activeCharacter.ApplyActions(); } foreach (WibblyWobbly _timey in _timeyWimeys) { if (_gameSpeed >= 0) { _timey.PlayVisuals(_gameTime); } else { _timey.RewindVisuals(_gameTime); } } TimeCounter.UpdateTime(_fixedGameTime); _camController.UpdateCamera(); UpdateFixedTimestep(); if (_loadLevel) { LoadNextLevel(); } }