using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; public class SettingsState : IState { SettingsScreen settings; float elapsedTime = 0; float timeToExit = 3f; public void enter() { GameManager.instance.AdminPanel.SetActive(true); settings = GameManager.instance.AdminPanel.GetComponent(); //settings.Open(); } public void exit() { //settings.Close(); GameManager.instance.AdminPanel.SetActive(false); } public void update() { if (In.GetButton(ButtonPinMapping.startOnePlayer) && In.GetButton(ButtonPinMapping.startTwoPlayers)) elapsedTime += Time.deltaTime; else elapsedTime -= Time.deltaTime; elapsedTime = Mathf.Clamp(elapsedTime, 0f, timeToExit); bool exitCondition = In.GetButtonDown(ButtonPinMapping.secret) || Input.GetKeyDown(KeyCode.F5) || elapsedTime >= timeToExit; if (exitCondition) GameManager.instance.stateMachine.ChangeState(new MenuState()); } }