void ProcessInputs() { //Movement While normal float Horizontal = Input.GetAxisRaw("Horizontal"); // Get A, D key float Vertical = Input.GetAxisRaw("Vertical"); // Get W, S key bool Sprint = Input.GetKey(KeyCode.LeftShift); //Get left shift key playermover.MoveCharacter(Horizontal, Vertical, Sprint); //Send to Movement Script //Input while normal bool Fire = Input.GetMouseButton(0); //Get Right Mouse Click bool Use = Input.GetKeyDown(KeyCode.F); //Get F key bool HideWep = Input.GetKeyDown(KeyCode.X); //Get x key bool NextWep = Input.GetKeyDown(KeyCode.Q); //Get Q key bool ReLoad = Input.GetKeyDown(KeyCode.R); //Get R key //Everything in this if , else if section Will only trigger one at a time if (Fire) // Shoot ( Right Mouse Click ) { //Check if I have a weapons enabled if (playercombat.enabled) { playercombat.Shoot(); // Then shoot with the WeaponManager } } else if (Use) //Clicking E for now will debug the output of the selected object PlayerRaycast will trigger object { string Targeting; Targeting = Target.ShootRayCast(100f); Debug.Log(Targeting); } else if (HideWep) //Press X to put weapon away { if (playercombat.enabled) //Basic Toggle WeaponManager Enabled disabled { playercombat.WeaponOut = false; playercombat.HideWeapon(playercombat.WeaponOut); //Put current weapon away playercombat.enabled = false; //Disable weapons } else { playercombat.enabled = true; //Enable it all back playercombat.WeaponOut = true; playercombat.HideWeapon(playercombat.WeaponOut); } } else if (NextWep) //Change weapon with Q { if (playercombat.enabled) { playercombat.NextWeapon(); } } else if (ReLoad) //Reload with R { if (playercombat.enabled) { playercombat.ReloadClip(); } } }