private void Prev() { current.gameObject.SetActive(false); if (current.alternateCamera != null) { current.alternateCamera.gameObject.SetActive(false); } mainCamera.gameObject.SetActive(true); currentIndex = ((currentIndex - 1) + animations.Count) % animations.Count; current = animations[currentIndex]; current.gameObject.SetActive(true); }
private void Next() { current.gameObject.SetActive(false); currentIndex = (currentIndex + 1) % animations.Count; current = animations[currentIndex]; current.gameObject.SetActive(true); if (current.alternateCamera != null) { current.alternateCamera.gameObject.SetActive(true); mainCamera.gameObject.SetActive(false); } else { mainCamera.gameObject.SetActive(true); } }
// Update is called once per frame void Update() { if (current == null) { current = animations[currentIndex]; current.gameObject.SetActive(true); } while (current.Timer >= current.Duration && !isPaused) { Next(); } if (Input.GetKeyDown(KeyCode.Space)) { Next(); } if (Input.GetKeyDown(KeyCode.P)) { isPaused = !isPaused; pauseSprite.ChangeSprite(isPaused); } }