void GetInputs() { // Get Raw Axes float yawH = Input.GetAxis("Horizontal"); float yawV = Input.GetAxis("Vertical"); float fire = Input.GetAxis("Fire"); float thrust = Input.GetAxis("Thrust"); float ability1 = Input.GetAxis("Ability1"); float ability2 = Input.GetAxis("Ability2"); float drift = Input.GetAxis("Drift"); // Yaw Control if (yawH >= yawDeadzone || yawH <= -yawDeadzone || yawV >= yawDeadzone || yawV <= -yawDeadzone) { ship.SetTargetYaw(new Vector2(yawH, yawV)); } // Weapon Trigger/Release if (!fireControl) { if (fire > 0) { fireControl = true; ship.ActivateWeapon(); } } else { if (fire <= 0) { fireControl = false; ship.DeactivateWeapon(); } } // Engine Trigger/Release if (!thrustControl) { if (thrust > 0) { thrustControl = true; ship.ActivateThruster(); } } else { if (thrust <= 0) { thrustControl = false; ship.DeactivateThruster(); } } // Drift Trigger/Release if (!driftControl) { if (drift > 0) { driftControl = true; ship.ActivateDrift(); } } else { if (drift <= 0) { driftControl = false; ship.DeactivateDrift(); } } // Ability 1 Trigger/Release if (!ability1Control) { if (ability1 > 0 && ship.ActivateAbility(1)) { ability1Control = true; } } else { if (ability1 <= 0) { ability1Control = false; ship.DeactivateAbility(1); } } // Ability 2 Trigger/Release if (!ability2Control) { if (ability2 > 0 && ship.ActivateAbility(2)) { ability2Control = true; } } else { if (ability2 <= 0) { ability2Control = false; ship.DeactivateAbility(2); } } }