// Update is called once per frame void Update() { GetInputs(); //if (inputTimeIncrease > 0) //{ // timeScale += inputTimeIncrease * 0.01f; //} //else if (inputTimeDecrease > 0 && !isCooldown) { timer -= Time.deltaTime; ui.Cooldown = timer / timerLimit; timeSense.gameObject.SetActive(true); if (timer <= 0) { timer = 0; ui.Cooldown = 0; isCooldown = true; } } else { if (!isCooldown && !isCooldownControl) { isCooldown = true; } timer += Time.deltaTime; ui.Cooldown = timer / timerLimit; timeSense.gameObject.SetActive(false); if (timer > timerLimit) { timer = timerLimit; isCooldown = false; } } if (inputShoot) { weapon.efetuarDisparo(); } moveControl.Jump(inputJump); moveControl.Move(inputForward, inputTurn, inputRotationY, inputRun); if (Input.GetKey(KeyCode.Q)) { //Fire(); } }