private void Update() { // Read the inputs h = Input.GetAxis("Horizontal"); v = Input.GetAxis("Vertical"); bool ability1 = Input.GetButtonDown("Fire1"); bool ability1Rel = Input.GetButtonUp("Fire1"); bool ability2 = Input.GetButtonDown("Fire2"); bool ability2Rel = Input.GetButtonUp("Fire2"); bool unstun = Input.GetButtonDown("Jump"); float a3 = Input.GetAxis("Fire3"); Vector3 mousePosition = Input.mousePosition; mousePosition = Camera.main.ScreenToWorldPoint(mousePosition); // disable movement and abilities if we're dead if (!basePlayer.IsDead) { // Pass all parameters to the character control script m_Character.FaceMouse(mousePosition); if (unstun) { m_Character.m_Rigidbody2D.velocity = new Vector2(); m_Character.Unstun(); m_Character.isEnabled = true; } // use abilities if (ability1) { m_Character.AbilityPressed("Fire1"); } if (ability2) { m_Character.AbilityPressed("Fire2"); } if (ability1Rel) { m_Character.AbilityReleased("Fire1"); } } }