// Update is called once per frame void Update() { // Implement motion if (should_move_forward()) { move_forward(); } if (should_move_backward()) { move_backward(); } if (should_strafe_left()) { strafe_left(); } if (should_strafe_right()) { strafe_right(); } if (should_turn_left()) { turn_left(); } if (should_turn_right()) { turn_right(); } if (should_sprint_forward()) { sprint_forward(); } if (should_dodge_left()) { dodge_left(); } if (should_dodge_right()) { dodge_right(); } if (should_jump()) { jump(); } fireElapsedTime += Time.deltaTime; if (Input.GetButton("Fire1") && fireElapsedTime >= fireCooldown) { fireElapsedTime = 0; shoot_at(cross_hair); } elevation_angle = Mathf.Clamp(elevation_angle, -45f, 10f); cross_hair.update_elevation(elevation_angle); }
// Update is called once per frame void Update() { // Implement motion if (should_move_forward()) { move_forward(); } if (should_move_backward()) { move_backward(); } if (should_strafe_left()) { strafe_left(); } if (should_strafe_right()) { strafe_right(); } if (Input.GetButton("Fire1")) { shoot_at(cross_hair); } turn(Input.GetAxis("Horizontal")); elevation_angle -= Input.GetAxis("Vertical"); elevation_angle = Mathf.Clamp(elevation_angle, -85f, 40f); cross_hair.update_elevation(elevation_angle); if (should_sprint()) { sprint_forward(); } }