protected override void OnUpdate(float dT) { updateSlotInput(); mana.OnUpdate(dT); Gun selectedGun = guns[selectedGunIndex]; bool shouldShoot = Target != null; Vector3 targetPos = Target != null ? Target.position : Vector3.zero; if (Input.GetButton("Fire")) { shouldShoot = true; targetPos = MouseManager.Instance.WorldPos; } selectedGun.OnUpdate(dT, shouldShoot, targetPos, transform.position, mana); updateReticle(); }
protected override void OnUpdate(float dT) { if (health.Current <= 0) { Remove(); return; } health.OnUpdate(dT); if (damageTimer > 0.0f) { damageTimer -= dT; flashTimer -= dT; if (damageTimer <= 0.0f) { stopFlashing(); } else if (flashTimer <= 0.0f) { toggleFlash(); } } }