// Update is called once per frame void Update() { /* * for(int i = 0; i < keyCodes.Length; i++) * { * if (Input.GetKeyDown(keyCodes[i])) * skills[i].Activate(); * i = keyCodes.Length; * }*/ if (Input.GetKeyDown(KeyCode.Space)) { key2skill[KeyCode.Space].Activate(new Vector3(Mathf.Cos(Mathf.Deg2Rad * (transform.rotation.eulerAngles.z + offsetAngle)), Mathf.Sin(Mathf.Deg2Rad * (transform.rotation.eulerAngles.z + offsetAngle)), 0f)); skillUI.skillCooldown(); } else if (Input.GetKeyDown(KeyCode.LeftShift)) { key2skill[KeyCode.LeftShift].Activate(new Vector3(Mathf.Cos(Mathf.Deg2Rad * (transform.rotation.eulerAngles.z + offsetAngle)), Mathf.Sin(Mathf.Deg2Rad * (transform.rotation.eulerAngles.z + offsetAngle)), 0f)); skillUI.skillCooldown(); } else if (Input.GetKeyDown(KeyCode.E)) { key2skill[KeyCode.E].Activate(new Vector3(Mathf.Cos(Mathf.Deg2Rad * (transform.rotation.eulerAngles.z + offsetAngle)), Mathf.Sin(Mathf.Deg2Rad * (transform.rotation.eulerAngles.z + offsetAngle)), 0f)); skillUI.skillCooldown(); } aimDirection = new Vector3(Input.GetAxisRaw("FireHorizontal"), Input.GetAxisRaw("FireVertical"), 0f); if (aimDirection != Vector3.zero) { basicAttackSkill.Activate(aimDirection); } }