// Update is called once per frame void Update() { if (/*Input.GetButtonDown(btnSprint*/ Input.GetKeyDown(keySprint)) { playerMove.Run(true); } if (/*Input.GetButtonUp(btnSprint) |*/ Input.GetKeyUp(keySprint)) { playerMove.Run(false); } if (/*Input.GetButtonDown(btnSneak*/ Input.GetKeyDown(keySneak)) { playerMove.Sneak(true); } if (/*Input.GetButtonUp(btnSneak) || */ Input.GetKeyUp(keySneak)) { playerMove.Sneak(false); } if (Input.GetKey(keyMoveForward)) { playerMove.Forward(); } if (Input.GetKey(keyMoveBack)) { playerMove.Back(); } if (Input.GetKey(keyMoveLeft)) { playerMove.Left(); } if (Input.GetKey(keyMoveRight)) { playerMove.Right(); } //Mouse Input euler.x = (euler.x - Input.GetAxis("Mouse Y") % 360); euler.y = (euler.y + Input.GetAxis("Mouse X") % 360); playerHead.transform.localEulerAngles = euler; eulerBody.x = (eulerBody.y - Input.GetAxis("Mouse X") % 360); player.transform.localEulerAngles = eulerBody; if (Input.GetMouseButton(0)) { gun.FireGun(gun.testGun, player, player); } //transform.Rotate (new Vector3(Input.GetAxis("Mouse Y"), -Input.GetAxis("Mouse X"), 0) * Time.deltaTime * 100); //playerTransform.localEulerAngles.z=0; }