// Update is called once per frame void Update() { if (!isLocalPlayer) { return; } var x = xInput * movespeed * Time.deltaTime; transform.Translate(x, 0, 0); transform.position = new Vector3(Mathf.Clamp(transform.position.x, -boundary + playerDefaultPos.x, boundary + playerDefaultPos.x), playerDefaultPos.y, 0); if (Time.time > nextFire) { nextFire = Time.time + delayFire; CmdFire(0, 0, bulletSpawn[0].eulerAngles, bulletSpawn[0].up); } if (skillbuttonPressed != null) { if (skills[skillbuttonPressed.ID] == null) { return; } if (DimensionSupportTarget != null) { CmdSkillAction(DimensionSupportTarget.gameObject, skillbuttonPressed.ID); DimensionSupportTarget.AfterResetButton(); } else { Debug.Log(skills [skillbuttonPressed.ID].coolTime); CmdSkillAction(null, skillbuttonPressed.ID); } skillbuttonPressed.cooltime = skills [skillbuttonPressed.ID].coolTime; StartCoroutine(skillbuttonPressed.coolTimeCoroutine()); skillbuttonPressed = null; } }