//public float GetFireRateFromDistance() //{ // distance = Vector2.Distance(Camera.main.ScreenToWorldPoint(Input.mousePosition), transform.position); // float newFireRate = distance / fireRateDivider; // float clampedRate = Mathf.Clamp(newFireRate, 0.1f, 0.6f); // if (newFireRate <= 0.1f) // { // newFireRate = 0.1f; // } // print(clampedRate); // return clampedRate; //} private void FixedUpdate() { float direction; if (_playerMain.facingPositive) { direction = -1; } else { direction = 1; } if (canRecoilPlayer) { _playerMain.RecoilBehaviour(direction); } }