void Update() { if (currentWeapon == null && bonusActive) { bonusActive = false; currentWeapon = bonusWeapon; currentWeapon.gameObject.SetActive(true); bonusWeapon = null; } if (!stunned) { Vector2 aimDir = new Vector2(InputSystem.ThumbstickInput(ThumbSticks.RightX, playerNr - 1), InputSystem.ThumbstickInput(ThumbSticks.RightY, playerNr - 1)); if (controlsInverted) { aimDir *= -1; } currentWeapon.Aim(aimDir); } currentWeapon.Shoot(InputSystem.TriggerPressed(Triggers.Right, playerNr - 1)); if (ability != null) { if (InputSystem.TriggerUp(Triggers.Left, playerNr - 1)) { ability.StopUse(); } else if (InputSystem.TriggerPressed(Triggers.Left, playerNr - 1) && specialAvailable)// && !sprintActive) { ability.Use(); } } }
public void Use(AbilityUseParams useParams) { behaviour.Use(useParams); }
public void Use(AbilityUseParams args) { behavior.Use(args); }
public void Use(AbilityParamaters useParams) { behavior.Use(useParams); }