void FixedUpdate() { HandleInput(); HandleCameraRotation(); PlayerMovement(); crossHair.GetInput(new Vector2(mouseInput.x, mouseInput.y).magnitude, new Vector2(movingInput.x, movingInput.z).magnitude *currentSpeed); // Fire rate: if (fire) { if (currentWeaponMagAmmo == 0 && reservedAmmo == 0) { scrMsgLine.NoAmmo(); } else { switch (currentFireMode) { case Weapon.FireMode.Automatic: // Do nothing. break; case Weapon.FireMode.Burst: // Not used here - check in fire method. break; case Weapon.FireMode.Single: if (pulledTrigger) { fire = false; } break; } } } CrossHairAndInteractiveItems(); anim.SetBool("Aim", aim); anim.SetBool("Fire", fire); anim.SetBool("Reload", reload); anim.SetFloat("Vertical", currentSpeed * 2); anim.SetBool("AttachmentsMenu", attachmentMenu); anim.SetBool("FrontWall", frontWallCollsion); }