private void Update() { // if the player is in a body... if (inBody) { // is the player aiming... if (isAiming) { IncreasePower(); AimingLine(am); } else { // normal player movement (in possession of person/object/thing) if (moveAM == null) { moveAM = am.GetComponent <IMoveable>(); } else { moveAM.MoveAction(actions.Movement.Move.ReadValue <Vector2>()); //Debug.Log(actions.Movement.Jump.phase.ToString()); if (actions.Movement.Jump.phase == InputActionPhase.Performed) { moveAM.JumpAction(); //Debug.Log("jumped"); } } } if (am.tag == "Rat") { arrow.transform.position = new Vector3(am.transform.position.x, am.transform.position.y + 1f, 0f); } else { arrow.transform.position = new Vector3(am.transform.position.x, am.transform.position.y + 2f, 0f); } } else { // oh dear.... take dmg & allow player to shoot again. (dmg bit not done yet xD) if (isAiming) { IncreasePower(); AimingLine(orb); if (am) { am.GetComponent <Animator>().SetBool("IsAiming", true); } } arrow.transform.position = new Vector3(orb.transform.position.x, orb.transform.position.y + 1f, 0f); } }