// Update is called once per frame void FixedUpdate() { float speedChanged = _player.Speed * Time.fixedDeltaTime; if (Input.anyKey) { if (Input.GetKey(PrefsManager.GetKeyCode("Forward"))) { transform.Translate(PrefsManager.Forward() * speedChanged); } if (Input.GetKey(PrefsManager.GetKeyCode("Left"))) { transform.Translate(PrefsManager.Left() * speedChanged); } if (Input.GetKey(PrefsManager.GetKeyCode("Back"))) { transform.Translate(-PrefsManager.Forward() * speedChanged); } if (Input.GetKey(PrefsManager.GetKeyCode("Right"))) { transform.Translate(PrefsManager.Right() * speedChanged); } if (Input.GetKey(PrefsManager.GetKeyCode("Shoot"))) { if (_player.Weapon != null) { _player.Weapon.Fire(); } } } if (_player.Weapon != null && _player.transform.GetChild(1).GetComponent <Laser>() != null && !Input.GetKey(PrefsManager.GetKeyCode("Shoot"))) { _player.Weapon.NotFiring(); } }