private void Update() { CheckIfMissingClasses(); if (PauseController.isGamePaused) { return; } #region ---------------------------- SKILLS if (TadaInput.GetKeyDown(TadaInput.ThisKey.Dash) && _PlayerPhysics.Velocity.sqrMagnitude > 0) { _PlayerSkills.Dash(); } #endregion #region ---------------------------- ANIMATIONS // Animations: Method to determine if the animation should be walking forward, walking backwards or Idle _PlayerAnimations.PlayMoveAnimationsByMoveInputAndLookDirection(TadaInput.MoveAxisRawInput); // To dynamically change WalkForward and WalkBackwards animation speed _PlayerAnimations.SetAnimationSpeed(PlayerAnimations.AnimName.WalkForward, _PlayerPhysics.Velocity.magnitude); _PlayerAnimations.SetAnimationSpeed(PlayerAnimations.AnimName.WalkBackwards, _PlayerPhysics.Velocity.magnitude); #endregion #region ---------------------------- WEAPON ACTIONS // Weapon: Use Primary Action while holding Left Mouse Button if (TadaInput.GetKey(TadaInput.ThisKey.PrimaryAction)) { _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Primary); } // Weapon: Cancel Weapon Primary Action if Left Mouse Button is released if (TadaInput.GetKeyUp(TadaInput.ThisKey.PrimaryAction)) { _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Primary, false); } // Weapon: Use Secondary Action while holding Right Mouse Button if (TadaInput.GetKeyDown(TadaInput.ThisKey.SecondaryAction)) { _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Secondary); } // Weapon: Cancel Weapon Secondary Action if Right Mouse Button is released if (TadaInput.GetKeyUp(TadaInput.ThisKey.SecondaryAction)) { _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Secondary, false); } #endregion #region ---------------------------- WEAPON USE RATE // Weapon: Switch to Next Use Rate if (TadaInput.GetKeyDown(TadaInput.ThisKey.NextUseRate)) { _WeaponHandler.SwitchUseRate(Weapon.SwitchUseRateType.Next); } // Weapon: Switch to Previous Use Rate if (TadaInput.GetKeyDown(TadaInput.ThisKey.PreviousUseRate)) { _WeaponHandler.SwitchUseRate(Weapon.SwitchUseRateType.Previous); } #endregion #region ---------------------------- WEAPON SWITCH // Weapon: Switch weapon to index 0 if (Input.GetKeyDown(KeyCode.Alpha1)) { _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.ByIndex, 0); } // Weapon: Switch weapon to index 1 if (Input.GetKeyDown(KeyCode.Alpha2)) { _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.ByIndex, 1); } // Weapon: Switch to next weapon if (TadaInput.GetKeyDown(TadaInput.ThisKey.NextWeapon)) { _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.Next); } // Weapon: Switch to previous weapon if (TadaInput.GetKeyDown(TadaInput.ThisKey.PreviousWeapon)) { _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.Previous); } #endregion }