// Update is called once per frame void Update() { float horiz = Input.GetAxis(horizontal); float vert = Input.GetAxis(vertical); playerController.Move(horiz, vert); headBob.Bob(horiz, vert); float lX = Input.GetAxis(lookX); float lY = Input.GetAxis(lookY); bodyCam.Look(lX, lY); headCam.Look(lX, lY); if (Objective.gameOver) { // Restart game if (Input.GetButtonDown(jump)) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } // Quit game if (Input.GetButtonDown(cancel)) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } } if (Input.GetButtonDown(jump)) { playerController.Jump(); } if (Input.GetButtonDown(pickup)) { pickupsManager.UsePickup(); } if (Input.GetButtonDown(reload)) { gun.Reload(); } else if (Input.GetButtonDown(sprint)) { RotateGunDown(); playerController.speed = speed * 1.5f; } else if (Input.GetButton(sprint)) { playerController.speed = speed * 1.5f; } else if (Input.GetButtonUp(sprint)) { RotateGunUp(); playerController.speed = speed; nextShoot = Time.time + sprintCooldown; } else if ((Input.GetButton(shoot) || Input.GetAxis(shoot) > 0f) && Time.time > nextShoot) { gun.Shoot(); } }