// Update is called once per frame void Update() { // update the state machine _machine.update(Time.deltaTime); ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Input.GetKey(KeyCode.Escape)) { _machine.changeState <HospitalIdle> (); } }
void Update() { _machine.update(Time.deltaTime); }
void Update() { sm.update(Time.deltaTime); }
void Update() { // update the state machine _machine.update(Time.deltaTime); }
void Update() { machine.update(Time.deltaTime); music.pitch = Time.timeScale; if (Input.GetKeyDown(KeyCode.Alpha1) && machine.currentState.GetType() != typeof(Phase1State)) { currentlyResetting = true; machine.changeState <Phase1State>(); } if (Input.GetKeyDown(KeyCode.Alpha2) && machine.currentState.GetType() != typeof(Phase2State)) { currentlyResetting = true; machine.changeState <Phase2State>(); } if (Input.GetKeyDown(KeyCode.Alpha3) && machine.currentState.GetType() != typeof(Phase3State)) { currentlyResetting = true; machine.changeState <Phase3State>(); } if (Input.GetKeyDown(KeyCode.Alpha4) && machine.currentState.GetType() != typeof(Phase4State)) { currentlyResetting = true; machine.changeState <Phase4State>(); } if (Input.GetKeyDown(KeyCode.Alpha5) && machine.currentState.GetType() != typeof(Phase5State)) { currentlyResetting = true; machine.changeState <Phase5State>(); } if (Input.GetKeyDown(KeyCode.Alpha6) && machine.currentState.GetType() != typeof(Phase6State)) { currentlyResetting = true; machine.changeState <Phase6State>(); } if (Input.GetKeyDown(KeyCode.Alpha7) && machine.currentState.GetType() != typeof(Phase7State)) { currentlyResetting = true; machine.changeState <Phase7State>(); } if (Input.GetKeyDown(KeyCode.Alpha8) && machine.currentState.GetType() != typeof(Phase8State)) { currentlyResetting = true; machine.changeState <Phase8State>(); } if (Input.GetKeyDown(KeyCode.Alpha9) && machine.currentState.GetType() != typeof(Phase9State)) { currentlyResetting = true; machine.changeState <Phase9State>(); } if (Input.GetKeyDown(KeyCode.E) && machine.currentState.GetType() != typeof(SkyPhase1State)) { currentlyResetting = true; machine.changeState <SkyPhase1State>(); } if (Input.GetKeyDown(KeyCode.R) && machine.currentState.GetType() != typeof(SkyPhase2State)) { currentlyResetting = true; machine.changeState <SkyPhase2State>(); } if (Input.GetKeyDown(KeyCode.T) && machine.currentState.GetType() != typeof(SkyPhase3State)) { currentlyResetting = true; machine.changeState <SkyPhase3State>(); } }
// Update is called once per frame void Update() { stateMachine.update(Time.deltaTime); }