bool Shoot(Weapon w) { if (input.GetDirection() == Vector2.zero) { bool shot = w.Shoot(target, aimDir); if (shot) { shotCount++; } if (w.MagSize > 0 && shotCount >= w.MagSize) { w.IsReloading = true; shotCount = 0; reloadCountdown = w.ReloadTime; return(false); } StartCoroutine(cameraControl.CameraShake(0.1f, 0.2f)); return(shot); } else { return(false); } }
void OnTap(GameObject gObj) { isMoving = input.GetDirection() != Vector2.zero; inArea = hasActiveArea? inArea : true; if (inArea && !isMoving && gObj == target) { OnTriggered(); } }
void AnimationUpdate() { dir = input.GetDirection(); if (dir.magnitude == 0) { animator.SetBool("isWalking", false); } else { animator.SetBool("isWalking", true); } }
public void Update() { Vector2 direction = input.GetDirection(); gObj.transform.position += new Vector3(direction.x, direction.y, 0f).normalized *stats.Speed *Time.deltaTime; }