void Update() { if (m_InputHandler.GetAimInputHeld()) { if (playerCamera.fieldOfView > 40.3f) { playerCamera.fieldOfView -= 0.3f; } } else { if (playerCamera.fieldOfView < 60.3f) { playerCamera.fieldOfView += 0.3f; } } if (vignette != null) { if (isCrouching && vignette.weight < 1) { vignette.weight += 0.01f; if (vignette.weight > 1) { vignette.weight = 1; } } if (!isCrouching && vignette.weight > 0.0f) { vignette.weight -= 0.005f; if (vignette.weight < 0) { vignette.weight = 0; } } } hasJumpedThisFrame = false; bool wasGrounded = isGrounded; GroundCheck(); if (isGrounded && !wasGrounded) { float fallSpeed = -Mathf.Min(characterVelocity.y, m_LatestImpactSpeed.y); float fallSpeedRatio = (fallSpeed - minSpeedForFallDamage) / (maxSpeedForFallDamage - minSpeedForFallDamage); if (recievesFallDamage && fallSpeedRatio > 0f) { // audioSource.PlayOneShot(fallDamageSFX); } else { audioSource.PlayOneShot(landSFX); } } if (m_InputHandler.GetFlashlightInputDown()) { if (!flashlight.enabled) { flashlightOff.Play(); } else { flashlightOn.Play(); } flashlight.enabled = !flashlight.enabled; } if (m_InputHandler.GetCrouchInputDown()) { SetCrouchingState(!isCrouching, false); } UpdateCharacterHeight(false); HandleCharacterMovement(); }