// Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump && !m_Jumping) { m_Jump = Input.GetKeyDown("space"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } if (Input.GetButtonDown("Fire1")) { print("DAMAGE"); target.damage(40); } m_PreviouslyGrounded = m_CharacterController.isGrounded; }