using Lockpicking; public class LockControls : MonoBehaviour { public Keyhole lockpick; PlayerActionsLocal playerActions; private void Update() { if (!lockpick) return; if (playerActions == null) { var player = GameManager.Instance.World.GetPrimaryPlayer(); if (player != null) playerActions = player.PlayerUI.playerInput; } if (lockpick.gameObject.activeSelf) InputControls(); } private bool Left() { if (Input.GetKey(KeyCode.JoystickButton4)) return true; if (Input.GetKey(KeyCode.A)) return true; if (Input.GetKey(KeyCode.LeftArrow)) return true; if (Input.mouseScrollDelta.y < 0) return true; return false; } private bool Right() { if (Input.GetKey(KeyCode.JoystickButton5)) return true; if (Input.GetKey(KeyCode.D)) return true; if (Input.GetKey(KeyCode.RightArrow)) return true; if (Input.mouseScrollDelta.y > 0) return true; return false; } private void InputControls() { ResetValues(); if (Input.GetKey(KeyCode.Space)) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) lockpick.openPressure = 0.4f; else lockpick.openPressure = 1f; } if (playerActions == null) return; if (Left()) lockpick.lockpickPressure = -1f; if (Right()) lockpick.lockpickPressure = 1f; //if (Input.GetKey(KeyCode.LeftArrow)) //else if (Input.GetKey(KeyCode.RightArrow)) lockpick.lockpickPressure = 1f; } private void ResetValues() { lockpick.openPressure = 0f; lockpick.lockpickPressure = 0f; } }