// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.RightArrow)) { this.transform.position = new Vector2(Mathf.Clamp(this.transform.position.x + speed * Time.deltaTime, xMin, xMax), this.transform.position.y); } if (Input.GetKey(KeyCode.LeftArrow)) { this.transform.position = new Vector2(Mathf.Clamp(this.transform.position.x - speed * Time.deltaTime, xMin, xMax), this.transform.position.y); } //fire with controll input /* * if (Input.GetKey (KeyCode.Space) && Time.time > nextFire) { * nextFire = fireRate + Time.time; * GameObject beam = Instantiate (Laser, this.transform.position, Quaternion.identity) as GameObject; * Rigidbody2D rb = beam.GetComponent<Rigidbody2D> (); * rb.velocity = new Vector3 (0, beamSpeed, 0); * } */ //auto fire if (!boost) { Fire(); } if (doubleLaser) { doubleLaserTime -= Time.deltaTime; if (doubleLaserTime <= 0) { doubleLaser = false; doubleLaserTime = 10; } } if (boost) { boostTime -= Time.deltaTime; this.GetComponent <SpriteRenderer> ().sprite = boostSprite; if (boostTime <= 0) { boost = false; boostTime = 3; ES.spawnTime = normalSpawnTime; ES.BoostDetected(); this.GetComponent <SpriteRenderer> ().sprite = normalSprite; } } }