private void Update() { if (this.engines != null) { float horizontalSpeedPercent = Input.GetAxis("Horizontal"); float verticalSpeedPercent = Input.GetAxis("Vertical"); this.engines.SetSpeed(new Vector2(horizontalSpeedPercent, verticalSpeedPercent)); } if (this.bulletGuns != null) { for (int index = 0; index < this.bulletGuns.Length; index++) { BulletGun bulletGun = this.bulletGuns[index]; if (Input.GetAxis("Fire") > 0f) { bulletGun.TryToFire(); } } } if (this.playerAvatar != null) { if (Input.GetAxis("SwitchWeapon") > 0f) { this.playerAvatar.SwitchToNextWeapon(); } } }
private void Update() { if (this.engines != null) { this.engines.SetSpeed(new Vector2(-1f, 0f)); } if (this.bulletGuns != null) { for (int index = 0; index < this.bulletGuns.Length; index++) { BulletGun bulletGun = this.bulletGuns[index]; // Fire all the time ! bulletGun.TryToFire(); } } }