using System; using UnityEngine; internal class TASManager { public static void SetTimescale(float timeScale) { TASManager.tasTimeScale = timeScale; Time.timeScale = TASManager.tasTimeScale; } public static void IncreaseTimescale(float timeScale) { TASManager.tasTimeScale += timeScale; Time.timeScale = TASManager.tasTimeScale; } public static void DecreaseTimescale(float timeScale) { TASManager.tasTimeScale -= timeScale; Time.timeScale = TASManager.tasTimeScale; } public TASManager() { } static TASManager() { } public static void KeyInput() { if (Input.GetKeyDown(KeyCode.Q)) { TASManager.DecreaseTimescale(0.1f); } if (Input.GetKeyDown(KeyCode.R)) { TASManager.IncreaseTimescale(0.1f); } if (Input.GetKeyDown(KeyCode.T)) { TASManager.SetTimescale(1f); } } public static void UpdateAudios() { AudioSource[] array = Resources.FindObjectsOfTypeAll(); for (int i = 0; i < array.Length; i++) { array[i].pitch = TASManager.tasTimeScale; } } public static float tasTimeScale = 1f; }