void Update() { // If the game has started if (game) { // Find current direction of controls float horizontal = Input.GetAxis(controlHorizontal); float vertical = Input.GetAxis(controlVertical); // Set current direction into vector3 Vector3 moveDirection = new Vector3(horizontal, 0.0f, vertical); //Rotation thing CC float rightHorizontal = Input.GetAxis(controlRightHorizontal); float rightVertical = Input.GetAxis(controlRightVertical); // Set rotation into Vector3 Vector3 rotationDirection = new Vector3(rightHorizontal, 0.0f, rightVertical); // check if jump button is used bool jumping = false; if (Input.GetButtonDown(controlJump)) { jumping = true; } // Move and rotate character character.MovingCharacter(moveDirection, jumping); character.RotateCharacter(rotationDirection); if (Math.Abs(rightHorizontal) + Math.Abs(rightVertical) > 0.9f) { character.HoldBasic(true); shootingUpdate = true; } else { if (shootingUpdate) { character.HoldBasic(false); shootingUpdate = false; } } // Check if any buttons are used if (Input.GetButtonDown(controlBasic)) { character.HoldBasic(true); } if (Input.GetButtonUp(controlBasic)) { character.HoldBasic(false); } if (Input.GetButtonDown(controlRightStick)) { Debug.Log("Right Stick clicked"); } if (Input.GetButtonUp(controlRightStick)) { rotStickTapCount += 1f; Debug.Log("Right Stick released"); } if (Input.GetButtonDown(controlCC)) { character.UseCCAttack(); } if (Input.GetButtonDown(controlUltimate)) { character.UseUltimateAttack(); } if (rotStickTapCount > 0 && rotStickTimeDelay < 0.75f) { rotStickTimeDelay += Time.deltaTime; } if (rotStickTapCount > 1 && rotStickTimeDelay < 0.75f) { if (Math.Abs(rightHorizontal) + Math.Abs(rightVertical) > 0.8f) { Debug.Log("CCAttack Used"); character.UseCCAttack(); rotStickTimeDelay = 0f; rotStickTapCount = 0f; } } if (rotStickTimeDelay > 0.75f) { rotStickTimeDelay = 0f; rotStickTapCount = 0f; } } // If the controller has to be in the menu state if (menu) { // If character has not been chosen yet if (canChoose) { // Check if the player uses the controller to go to the last or next character if (Input.GetAxis(controlHorizontal) < 0) { if (!stickDownLast) { menuCharacter.LastItem(); } stickDownLast = true; } else if (Input.GetAxis(controlHorizontal) > 0) { if (!stickDownLast) { menuCharacter.NextItem(); } stickDownLast = true; } else { stickDownLast = false; } } // If the player uses the confirm button if (Input.GetButtonDown(controlJump)) { Confirm(); } // If the player uses the cancel button if (Input.GetButtonDown(controlCC)) { Cancel(); } } }