private void FixedUpdate() { if ((inputData.space || inputData.triggerRight > 0f) && isShootingEnabled) { bullet = weaponHandler.GetBullet(); bullet.transform.position = bulletSpawnPoint.position; bullet.Shoot(transform.forward); isShootingEnabled = false; StartCoroutine(ActivateShootingWithDelay(coolDownTimeInSeconds)); } if (Input.GetKeyDown(KeyCode.B)) { weaponHandler.NextWeapon(); } if (inputData.yButtonDown) { weaponHandler.NextWeapon(); } }