// Update is called once per frame void Update() { // Handles the weapon rotation if (!IsPointerOverUIObject()) { target = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z)); crosshairs.transform.position = new Vector2(target.x, target.y); Vector3 difference = target - player.transform.position; float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg; player.transform.rotation = Quaternion.Euler(0.0f, 0.0f, rotationZ); if (timeBtwShots <= 0) { if (Input.GetMouseButtonDown(0)) { float distance = difference.magnitude; Vector2 direction = difference / distance; direction.Normalize(); fireBullet(direction, rotationZ); muzzel(direction, rotationZ); timeBtwShots = startTimeBtwShots; //laden = true; a_animation.SetTrigger("isLaden"); cm.spieler_is_laden(); SoundManagerScript.PlaySound("shotgun_laden"); } } else { timeBtwShots -= Time.deltaTime; } // Debug.Log("Not over gameobject"); } else if (UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()) { // Debug.Log("over gameobject"); } }