//void Update() //{ // // check that we're not selecting // if (playerCollectableController.IsSelecting()) // || playerTeleportController.IsSelecting()) // { // return; // } // // check for button press (mobile only) // if (Input.GetButtonDown("Fire1")) // { // OnShootButton(); // } //} public void OnShootButton() { if (gunController != null) { if (gunController.CanShoot() && !playerCollectableController.IsSelecting()) { gunController.Shoot(); } } }
void Update() { // check that we are not selecting (items, teleportation) if (playerCollect.IsSelecting() || playerTeleport.IsSelecting()) { return; } // check for button press if (Input.GetButtonDown("Fire1")) { if (gun.CanShoot()) { gun.Shoot(); } } }
void Update() { //not selecting if (playerCollect.IsSelecting() || playerTele.IsSelecting()) { return; } //check for button press if (Input.GetButtonDown("Fire1")) { if (gun.CanShoot()) { gun.Shoot(); } } if (Input.GetButtonDown("Fire3")) { CreateSpawn(); } if (Input.GetButtonDown("Jump")) { CreateTurret(); } }