public void Update() { //Melee attack with the gun out if (WeaponSwapHandler.currentWeapon == WeaponType.Ranged && !isFiring && hc_instance.CanCast()) { if (InputHandler.Instance.inputActions.dreamNail.WasPressed) { //Log("Concussion Blast"); //Stats.StartBothCooldown(); //FireGun(FireModes.Concuss); Log("[AttackHandler] Changing Firemode from : " + Stats.cardinalFiringMode + " to : " + !Stats.cardinalFiringMode); Stats.ToggleFireMode(); } else if (fireSpread && Stats.canFire) { Stats.StartBothCooldown(); FireGun(FireModes.Spread); //FireGun(FireModes.Burst); fireSpread = false; } else if (OrientationHandler.heldAttack && Stats.canFire) { Stats.StartBothCooldown(); FireGun(FireModes.Single); //FireGun(FireModes.Burst); } else if (OrientationHandler.pressingAttack && Stats.canFire && false) { if (Stats.currentPrimaryAmmo > 0) { //HP_Stats.ReduceAmmunition(); Stats.StartBothCooldown(); FireGun(FireModes.Spread); //FireGun((PlayerData.instance.equippedCharm_11) ? FireModes.Spread : FireModes.Single); } else if (clickTimer <= 0) { clickTimer = 3f; AudioHandler.PlaySoundsMisc("cantfire"); } } } else if (hc_instance.cState.superDashing && !isFiring && WeaponSwapHandler.currentWeapon == WeaponType.Ranged) { if (Stats.canFire && OrientationHandler.heldAttack) { Stats.StartBothCooldown(30f); StartCoroutine(FireGAU()); return; } } else if (!isFiring) { hc_instance.WALK_SPEED = 2.5f; } //TODO: Slow down the player while firing MOVE TO HP STATS LATER if (slowWalk) { h_state.inWalkZone = true; } else { h_state.inWalkZone = false; } }
public void Update() { //Melee attack with the gun out if (WeaponSwapAndStatHandler.instance.currentWeapon == WeaponType.Ranged && !isFiring && hc_instance.CanCast()) { /* * if (InputHandler.Instance.inputActions.dreamNail.WasPressed) * { * Log("[AttackHandler] Changing Firemode from : " + Stats.instance.cardinalFiringMode + " to : " + !Stats.instance.cardinalFiringMode ); * Stats.instance.ToggleFireMode(); * } */ if (OrientationHandler.heldAttack && Stats.instance.canFire) { if (PlayerData.instance.MPCharge >= Stats.instance.SoulCostPerShot()) { FireGun(FireModes.Single); } else if (clickTimer <= 0) { AudioHandler.instance.PlayMiscSoundEffect(AudioHandler.HollowPointSoundType.ClickSFXGO, alteredPitch: false); clickTimer = 1f; } //FireGun(FireModes.Burst); } } else if (!isFiring) { hc_instance.WALK_SPEED = 2.5f; } //TODO: Slow down the player while firing MOVE TO HP STATS LATER if (slowWalk) { h_state.inWalkZone = true; } else { h_state.inWalkZone = false; } }