public void ShootBullet() { if (bulletShoot == null) { print("shot empty"); } else if (keyB.GetButton("Up") && keyB.GetButton("Right")) { //UR means upper right direction bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 8; ScriptBullet(); } else if (keyB.GetButton("Up") && keyB.GetButton("Left")) { //UL means upper left direction bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 7; ScriptBullet(); } else if (keyB.GetButton("Up")) { bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 6; ScriptBullet(); } else if (keyB.GetButton("Down") && keyB.GetButton("Right")) { //DR means lower right direction bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 5; ScriptBullet(); } else if (keyB.GetButton("Down") && keyB.GetButton("Left")) { //DL means lower left direction bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 4; ScriptBullet(); } else if (keyB.GetButton("Down")) { bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 3; ScriptBullet(); } else if (facingRight) { bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 2; ScriptBullet(); } else if (facingRight == false) { bulletShoot.GetComponent <Player8Shoot>().bulletDirection = 1; ScriptBullet(); } }
// Update is called once per frame void FixedUpdate() { if (gameObject.GetComponent <CharacterSwapping>().currentCharacter.GetComponent <PlayerController>().controlEnabled) { gameObject.GetComponent <CharacterSwapping>().currentCharacter.GetComponent <PlayerAggro>().toUpdate(); } if (keyBinds.GetButton("Right")) { characterSwapper.currentCharacter.GetComponent <PlayerController>().moveRight(); } ; if (keyBinds.GetButton("Left")) { characterSwapper.currentCharacter.GetComponent <PlayerController>().moveLeft(); } ; }