void FixedUpdate() { Vector3 leftStickInputDir = _inputDevice.LeftStick; Vector3 rightStickInputDir = _inputDevice.RightStick; _rigidBody.velocity = leftStickInputDir * _currentMoveSpeed; animator.SetBool("isWalk", leftStickInputDir.x != 0 || leftStickInputDir.y != 0); animator.SetFloat("moveX", leftStickInputDir.x); animator.SetFloat("moveY", leftStickInputDir.y); if (_activeMissile == null) { if (!_bazookaSprite.enabled) { _bazookaSprite.enabled = true; } if (rightStickInputDir.magnitude > 0) { float angle = Mathf.Atan2(rightStickInputDir.y, rightStickInputDir.x) * Mathf.Rad2Deg; bazooka.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); } } if (_inputDevice.GetControl(InputControlType.RightTrigger) > 0) { if (_triggerHeld == false) { if (_activeMissile == null) { StartCoroutine(MoveSlow()); _activeMissile = Instantiate(GetNextMissilePrefab(), transform.position, Quaternion.FromToRotation(Vector3.up, rightStickInputDir)); _activeMissile.GetComponent <Owner>().player = this; _activeMissile.inputDevice = _inputDevice; _activeMissile.gameObject.layer = gameObject.layer; var spriteRenderer = GetComponent <SpriteRenderer>(); var missileSpriteRenderer = _activeMissile.GetComponent <SpriteRenderer>(); missileSpriteRenderer.color = spriteRenderer.color; _activeMissile.TankControls = _tankControls; _bazookaSprite.enabled = false; } else { _activeMissile.Boost(); } _triggerHeld = true; } } else { if (_triggerHeld == true && _activeMissile && _activeMissile.IsBoosting) { _activeMissile.GetComponent <Exploder>().Explode(); _activeMissile = null; } _triggerHeld = false; } }