// Update is called once per frame void Update() { if (!hasAuthority) { return; } if (numberOfShots <= 0) { Timer.HunterWin = (false); Timer.HunterLose = (true); } if (Input.GetMouseButtonDown(1)) // look down scope { scoping = !scoping; Debug.Log("scoping"); if (scoping) { hunterHeadAnimator.ResetTrigger("StopAiming"); hunterHeadAnimator.SetTrigger("Aim"); audioManager.ZoomIn(); } else { hunterHeadAnimator.ResetTrigger("Aim"); hunterHeadAnimator.SetTrigger("StopAiming"); } } if (Input.GetMouseButtonDown(0) && !startWait && numberOfShots > 0) // shoot sniper { startWait = true; Debug.Log("Bang"); CmdShoot(); hunterHeadAnimator.SetTrigger("Fire"); numberOfShots--; bulletText.text = numberOfShots.ToString(); // update some sort of UI to let the player know how many bullets they have left } if (startWait) { waitValue -= Time.deltaTime; if (waitValue <= 0f) { startWait = false; waitValue = shootWait; } } }