// Update is called once per frame void Update() { #if UNITY_ANDROID androidControls.SetActive(true); if (!paused && !dead) { //melee Attack and talk to npcs if (AisPressed) { if (!touchingNpc && !touchingTeleporter && !touchingCollector) { pcMelee.attack(); } else if (!dialogueOptions && touchingNpc) { uiDialog.interact = true; } else if (!dialogueOptions && touchingTeleporter) { uiMenu.TeleportPause(); } else if (!dialogueOptions && touchingCollector) { uiMenu.CollectorPause(); } AisPressed = false; } if (!talking) { //ranged Attack if (XisPressed) { pcRanged.fire(); //XisPressed = false; } //use special if (YisPressed) { pcSpecial.useActiveSkill(); YisPressed = false; } //toggle swap active skill if (SwitchSpecialisPressed) { pcSpecial.toggleSwapActiveSkill(); SwitchSpecialisPressed = false; } //dash if (BisPressed) { pcDash.doDash(); BisPressed = false; } } } //movement if (talking || paused || dead || inCombo) //because of pausing timescale = 0 the bool doesnt switch but appears to work as intended anyway { pcMovement.canMove = false; } else { pcMovement.canMove = true; } //pause if (StartisPressed) { uiMenu.Pause(); StartisPressed = false; } if (IisPressed && !talking) { uiMenu.TabPause(); IisPressed = false; } else { androidControls.transform.GetChild(0).gameObject.SetActive(true); androidControls.transform.GetChild(1).gameObject.SetActive(true); androidControls.transform.GetChild(2).gameObject.SetActive(true); androidControls.transform.GetChild(3).gameObject.SetActive(true); androidControls.transform.GetChild(4).gameObject.SetActive(true); androidControls.transform.GetChild(6).gameObject.SetActive(true); } if (StartisPressed && paused)//if "Cancel" in any menu, unpause and leave all menus { uiMenu.Unpause(); uiMenu.TabUnpause(); StartisPressed = false; } if (paused || talking || dialogueOptions) { androidControls.transform.GetChild(0).gameObject.SetActive(false); androidControls.transform.GetChild(1).gameObject.SetActive(false); androidControls.transform.GetChild(2).gameObject.SetActive(false); androidControls.transform.GetChild(3).gameObject.SetActive(false); androidControls.transform.GetChild(4).gameObject.SetActive(false); androidControls.transform.GetChild(6).gameObject.SetActive(false); androidControls.transform.GetChild(7).gameObject.SetActive(false); androidControls.transform.GetChild(5).gameObject.SetActive(true);//inventory button } else { androidControls.transform.GetChild(0).gameObject.SetActive(true); androidControls.transform.GetChild(1).gameObject.SetActive(true); androidControls.transform.GetChild(2).gameObject.SetActive(true); androidControls.transform.GetChild(3).gameObject.SetActive(true); androidControls.transform.GetChild(4).gameObject.SetActive(true); androidControls.transform.GetChild(6).gameObject.SetActive(true); androidControls.transform.GetChild(7).gameObject.SetActive(true); androidControls.transform.GetChild(5).gameObject.SetActive(true);//inventory button } if (talking && !dialogueOptions)//sets giant invisible button for dialogue { androidControls.transform.GetChild(7).gameObject.SetActive(true); } else { androidControls.transform.GetChild(7).gameObject.SetActive(false); } /*if (Input.GetButtonDown("Interact") && !paused && !dead) * { * uiDialog.interact = true; * }*/ #else androidControls.SetActive(false); if (!paused && !dead) { //melee Attack and talk to npcs if (Input.GetButtonDown("Fire1")) { if (!touchingNpc && !touchingTeleporter && !touchingCollector) { pcMelee.attack(); } else if (!dialogueOptions && touchingNpc) { uiDialog.interact = true; } else if (!dialogueOptions && touchingTeleporter) { uiMenu.TeleportPause(); } else if (!dialogueOptions && touchingCollector) { uiMenu.CollectorPause(); } } if (!talking) { //ranged Attack if (Input.GetButton("Fire2")) { pcRanged.fire(); } //use special if (Input.GetButtonDown("Fire3")) { pcSpecial.useActiveSkill(); } //toggle swap active skill if (Input.GetButtonDown("Toggle Power")) { pcSpecial.toggleSwapActiveSkill(); } //dash if (Input.GetButtonDown("Dash")) { pcDash.doDash(); } } } //movement if (talking || paused || dead || inCombo) //because of pausing timescale = 0 the bool doesnt switch but appears to work as intended anyway { pcMovement.canMove = false; } else { pcMovement.canMove = true; } //pause if (Input.GetButtonDown("Cancel")) { uiMenu.Pause(); uiMenu.firstButton.Select(); } if (Input.GetButtonDown("Tab") && !talking) { uiMenu.TabPause(); } if ((Input.GetButtonDown("Cancel")) && paused)//if "Cancel" in any menu, unpause and leave all menus { uiMenu.Unpause(); uiMenu.TabUnpause(); } /*if (Input.GetButtonDown("Interact") && !paused && !dead) * { * uiDialog.interact = true; * }*/ #endif }