//for now movement is just there as a test I'll figure out how i want to actually do it later void Update() { //Movement inputs Vector3 moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); Vector3 moveVelocity = moveInput.normalized * moveSpeed; controller.move(moveVelocity); //Look input Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition); Plane ground = new Plane(Vector3.up, Vector3.up * gunControl.gunHeight()); float rayDistance; if (ground.Raycast(ray, out rayDistance)) { Vector3 point = ray.GetPoint(rayDistance); Debug.DrawLine(ray.origin, point, Color.blue); controller.lookAt(point); crosshair.transform.position = point; crosshair.onTarget(ray); if (((new Vector2(point.x, point.z) - new Vector2(transform.position.x, transform.position.z)).sqrMagnitude) > 1.5) { gunControl.aim(point); } } //Shooting input if (Input.GetMouseButton(0)) { gunControl.onTriggerHold(); } if (Input.GetMouseButtonUp(0)) { gunControl.onTriggerRelease(); } if (Input.GetKeyDown(KeyCode.R)) { gunControl.reload(); } if (transform.position.y < -10) { takeDamage(health); } //gunswitching if (Input.GetKeyDown("1")) { gunControl.equipWeapon(0); } if (Input.GetKeyDown("2")) { gunControl.equipWeapon(1); } if (Input.GetKeyDown("3")) { gunControl.equipWeapon(2); } }