void UpdateInput() { if (Input.GetKeyDown(KeyCode.R)) { if (playerCanShootAfterReload) { assaultRifle.ReloadMagazine(); playerCanShootAfterReload = false; /*GUI*/ playerController.DisplayInfoWeapon1(playerAmmo.ammoCarriedType0, assaultRifle.magazineBullet); playerController.DisplayInfoWeapon2(playerAmmo.ammoCarriedType1, assaultRifle.magazineGrenade); } } if (Input.GetKeyDown(KeyCode.Mouse0)) // One left click { if (playerCanShootAfterReload) { assaultRifle.Fire(); /*GUI*/ playerController.DisplayInfoWeapon1(playerAmmo.ammoCarriedType0, assaultRifle.magazineBullet); } } if (Input.GetKey(KeyCode.Mouse0)) // Hold click { if (playerCanShootAfterReload) { assaultRifle.ConstantFire(); /*GUI*/ playerController.DisplayInfoWeapon1(playerAmmo.ammoCarriedType0, assaultRifle.magazineBullet); } } if (Input.GetKeyUp(KeyCode.Mouse0)) // Release click { assaultRifle.ReleaseTrigger(); } if (Input.GetKeyDown(KeyCode.Mouse1)) // One right click { if (playerCanShootAfterReload) { assaultRifle.FireGrenade(); /*GUI*/ playerController.DisplayInfoWeapon2(playerAmmo.ammoCarriedType1, assaultRifle.magazineGrenade); } } }