/// <summary> /// Updates the player instance. /// </summary> void FixedUpdate() { if (!GameManager.instance.IsPaused()) { transform.position = new Vector3(transform.position.x, 0, transform.position.z); if (!stopped && !stopInputPlayer) { Move(); moveVector = inputManager.GetMoveVector(); DashManaging(); Aim(); if (timerToShoot < weapon.ratioOfFire) { timerToShoot += Time.deltaTime; } else if (inputManager.Shoot()) { weapon.Shoot(this.gameObject.tag); //UpdateUI (); timerToShoot = 0.0f; } //Assegna Shader Outline su arma attiva // shaderApply.ShaderApply (revolverMeshRenderer, revolver.transform.position, outlineShader, standardShader); } } }