// Update is called once per frame void Update() { controlMouse(); //controlWASD (); // Gun Input if (CurrentGun) { //anim.SetBool ("HoldingSword", false); if (Input.GetButtonDown("Shoot")) { currentGun.Shoot(); } else if (Input.GetButton("Shoot")) { currentGun.ShootContinuous(); } if (Input.GetButtonDown("Reload")) { if (currentGun.Reload()) { Debug.Log("Reloading"); // Add reload animation here reloading = true; } } if (reloading) { currentGun.FinishReload(); Debug.Log("Finishing Reload activated..."); reloading = false; } } // Melee Input if (CurrentMelee) { //anim.SetBool ("HoldingSword", true); if (Input.GetButton("Shoot")) { holdTime += Time.deltaTime; Debug.Log("Holding"); } if (Input.GetButtonUp("Shoot")) { if (holdTime > holdLimit) { currentMelee.HeavyAttack(); //Debug.Log ("Heavy Attk Ready"); } else { currentMelee.LightAttack(); //Debug.Log ("perform Light Attack"); } holdTime = 0; } } if (!CurrentMelee) { //anim.SetBool ("HoldingSword", false); } //Weapon Switch if (Input.GetMouseButtonDown(1)) { weaponSwitch(); } //sets the ammo text read out ammoinmag = currentGun.currentAmmoInMag.ToString(); totalammo = currentGun.totalAmmo.ToString(); outputstr = ammoinmag + "/" + totalammo; AmmoCount.text = outputstr; }