private void InputBasedOnPlayerStatus() { if (Player.ThisPlayer.MovementStatus != MovementState.INTERACTING && Player.ThisPlayer.MovementStatus != MovementState.DYING) { if (Input.GetKeyDown(KeyCode.Escape) && !WindowSelector.ReadThrough() && !WindowManager.AnyWindowActive() && !WindowSelector.InputisHere) { WindowSelector.NewSelection(Items, Player, PlayerObject, false); } } }
// Update is called once per frame void Update() { //Debug.Log(CheckIfDead()); if (CheckIfDead() && !NoWindow) { WindowSelector.NewSelection(Items, false); NoWindow = true; } else if (CheckIfDead()) { GameOver(); } }
IEnumerator Wait() { yield return(new WaitForSeconds(0.025f)); WindowSelector.NewSelection(Items, Player, PlayerObject, false); }