void Update() { // Update attunement cooldowns for (int i = 0; i < attunements.Length; i++) { Attunement a = attunements[i]; a.UpdateCooldown(); } #region Player input if (Input.GetKeyDown(KeyCode.Space) && !IsAirborn) { StartCoroutine(Jump()); } if (Input.GetKeyDown(KeyCode.A)) { currentAttunement = SwapToElement(Element.FIRE); } if (Input.GetKeyDown(KeyCode.S)) { currentAttunement = SwapToElement(Element.WATER); } if (Input.GetKeyDown(KeyCode.D)) { currentAttunement = SwapToElement(Element.WIND); } if (Input.GetKeyDown(KeyCode.F)) { currentAttunement = SwapToElement(Element.EARTH); } #endregion }