/// <summary> /// Control player weapon using behaviour /// </summary> private void PlayerShoot() { if (Input.GetButtonDown("Fire1") && !freezeInput && MVUtility.Geq(weaponPower, ActiveWeapon.WeaponUsage)) { weaponRechargeDelay = weaponRechargeDelayMax; weaponRechargeDelayStart = false; weaponCanRecharge = false; ActiveWeapon.StartUse(); weaponAttackMovingPenalty = weaponAttackMovingPenaltyMax; // animator.SetTrigger("Attack"); // animator.SetBool("HoldFire", true); } else if (Input.GetButtonUp("Fire1") || freezeInput) { weaponRechargeDelayStart = true; ActiveWeapon.EndUse(); // animator.SetBool("HoldFire", false); } else if (Input.GetButton("Fire1") && !freezeInput) { if (ActiveWeapon.chargeUse && MVUtility.Geq(weaponPower, ActiveWeapon.WeaponUsage) && ActiveWeapon.fired) { weaponRechargeDelay = weaponRechargeDelayMax; weaponRechargeDelayStart = false; weaponCanRecharge = false; weaponAttackMovingPenalty = weaponAttackMovingPenaltyMax; } else { weaponRechargeDelayStart = true; } ActiveWeapon.HoldUse(); } }