Call centering of mouse at the correct place and default DT on awake

This commit is contained in:
Glence 2023-03-05 21:23:41 +08:00
parent 9f57ed1ef1
commit c118ec136f
1 changed files with 5 additions and 6 deletions

View File

@ -79,6 +79,10 @@ public class GameManager : Script
scoreText.GetComponent<TextRenderable>().Text = $"{Score}"; scoreText.GetComponent<TextRenderable>().Text = $"{Score}";
if (timeText) if (timeText)
timeText.GetComponent<TextRenderable>().Text = $"{timer.ToString("0")}"; timeText.GetComponent<TextRenderable>().Text = $"{timer.ToString("0")}";
Input.SetMouseCentering(true);
Application.IsCursorVisible = false;
Application.FixDeltaTime = Time.DefaultFixDeltaTime;
} }
protected override void start() protected override void start()
@ -93,7 +97,6 @@ public class GameManager : Script
if (SceneFadeInOut.Instance != null) if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeOut(); SceneFadeInOut.Instance.CallFadeOut();
Application.IsCursorVisible = false;
GamePause = false; GamePause = false;
} }
@ -102,15 +105,11 @@ public class GameManager : Script
{ {
if (GamePause || !stealFoodPopUpDone) if (GamePause || !stealFoodPopUpDone)
{ {
Input.SetMouseCentering(false);
Application.IsCursorVisible = true;
return; return;
} }
if (currGameState == GameState.START) if (currGameState == GameState.START)
{ {
Input.SetMouseCentering(true);
timer -= Time.DeltaTimeF; timer -= Time.DeltaTimeF;
if(scoreText) if(scoreText)
scoreText.GetComponent<TextRenderable>().Text = $"{Score}"; scoreText.GetComponent<TextRenderable>().Text = $"{Score}";