private void FixedUpdate() { if (!GameManager.s_instance.IsGameStart()) { return; } if (GameManager.s_instance.IsGameEnd()) { return; } movement.CheckMove(); FaceDirType dir = movement.CheckFaceDir(); int x, y; movement.GetArrayPos(out x, out y); Vector3 aimPos = aim.SetAimPos(dir, x, y); weapon.CoolDownUpdate(Time.deltaTime); if (weapon.IsFire()) { int type = weapon.GetFireType(); switch (type) { case 0: break; case 1: weapon.Fire1(dir, x, y, m_otherPlayer); break; case 2: weapon.Fire2(dir, x, y, m_otherPlayer, aimPos); break; default: break; } } if (weapon.CanReload() && !weapon.IsAmmoMax() && weapon.IsReloading()) { reloadCoolDown.Show(); weapon.ReloadCoolDownUpdate(Time.deltaTime); } else { weapon.ResetReloadCoolDown(); reloadCoolDown.Hide(); } }