private void FixedUpdate() { // Reduce jump timer if (f_JumpTimer > 0f) { f_JumpTimer -= Time.fixedDeltaTime; if (f_JumpTimer <= 0f) { f_JumpTimer = 0f; } } if (WallrunDisabledTimer > 0) { WallrunDisabledTimer -= Time.fixedDeltaTime; if (WallrunDisabledTimer < 0) { WallrunDisabledTimer = 0f; SetWallrunColliderState = true; } } if (!b_IsDead) { PlayerInput(); if (playerInput.Trigger_Left == XInputDotNetPure.ButtonState.Pressed && !b_TouchingGround) { CaptureWallrunColliders(); } // User holds down Left Bumper or 'Y' button if (playerInput.Button_Y == XInputDotNetPure.ButtonState.Pressed) { // print("Weapon Wheel"); } if (playerInput.Button_X == XInputDotNetPure.ButtonState.Pressed && playerInput_Old.Button_X == XInputDotNetPure.ButtonState.Released) { this_WeaponManager.ReloadGun(); } playerInput_Old = playerInput; CameraInput(); } }