private void Update() { if (!inCar) { #region Gun Inputs //Toggle weapon out or not if (Input.GetKeyDown(gunToggleInput)) { playerGun.ToggleGunOut(); } //Switch gun if (!playerGun.inReload) { if (Input.GetKeyDown(gunSelectLeftInput)) { inventory.GunSelectLeft(); } if (Input.GetKeyDown(gunSelectRightInput)) { inventory.GunSelectRight(); } } //Fire weapon if (Input.GetKeyDown(fireGunInput)) { playerGun.GunFire(playerGun.currentGun, transform.forward); } if (Input.GetKey(fireGunInput) & playerGun.currentGun.fullyAuto) { playerGun.GunFire(playerGun.currentGun, transform.forward); } if (Input.GetKeyDown(reloadInput)) { playerGun.Reload(); } #endregion } playerGun.currentGun = inventory.availableGuns[inventory.currentGunSelection].gunType; if (Input.GetKeyDown(KeyCode.V) && !inCar) { FindCar(); } else if (Input.GetKeyDown(KeyCode.V) && inCar) { ExitCar(); } if (inCar) { playerWalkMove.enabled = false; playerCarMove.enabled = true; playerCollider.enabled = false; rb.mass = playerCarMove.mass; rb.drag = playerCarMove.drag; rb.angularDrag = playerCarMove.angularDrag; } else { playerWalkMove.enabled = true; playerCarMove.enabled = false; playerCollider.enabled = true; if (playerCarMove.carRevving.volume > .02f) { playerCarMove.carRevving.volume *= .1f; } rb.mass = 1.8f; rb.drag = 1; rb.angularDrag = 2; } }