// Update is called once per frame void Update() { MovePlayer(); // Can't do anything dumb f**k if (isStunned) { return; } if (player.GetButtonDown("Spit") || player.GetAxis("Spit") > 0) { if (Time.time >= shootTimer) { anim.SetTrigger("Shoot"); FindObjectOfType <AudioManager>().Play("Spit"); var projectile = Instantiate(projectilePrefab, transform); projectile.GetComponent <SpitController>().shooter = gameObject; projectile.transform.parent = null; projectile.transform.localScale = GlobalVariables.GlobalVariablesInstance.SHOOT_BASE_SCALE; var cooldown = 0.0f; if (infiniteShoot) { cooldown = GlobalVariables.GlobalVariablesInstance.BULLET_TIME_REDUCED_COOLDOWN; } else { cooldown = GlobalVariables.GlobalVariablesInstance.SHOOT_COOLDOWN_TIME; } shootTimer = Time.time + cooldown; recharge.PutOnCooldown(cooldown); } } if (player.GetButtonDown("BitchSlap") || player.GetAxis("BitchSlap") > 0) { if (Time.time >= stunCooldown) { anim.SetTrigger("Slap"); StartCoroutine(WaitToStunOnSlap()); StartCoroutine(WaitToFinishSlap()); stunCooldown = Time.time + GlobalVariables.GlobalVariablesInstance.SLAP_COOLDOWN_TIME; FindObjectOfType <AudioManager>().Play("Attack"); } } }