public void OnFire(InputAction.CallbackContext context) { TurretGuns turret = Interactable as TurretGuns; if (turret != null) { turret.OnFire(context); } }
private void Update() { //moving if (_axis.x < 0) { _playerSpriteRenderer.flipX = false; animator.SetBool("IsMoving", true); animator.SetBool("IsIdle", false); animator.SetBool("IsClimb", false); animator.SetBool("UsingTurret", false); } else if (_axis.x > 0) { _playerSpriteRenderer.flipX = true; animator.SetBool("IsMoving", true); animator.SetBool("IsIdle", false); animator.SetBool("IsClimb", false); animator.SetBool("UsingTurret", false); } //not moving else { animator.SetBool("IsMoving", false); animator.SetBool("IsIdle", true); } //climbing if (_axis.y != 0.0f) { animator.SetBool("IsClimb", true); animator.SetBool("IsMoving", false); animator.SetBool("IsIdle", false); animator.SetBool("UsingTurret", false); } //not climbing else { animator.SetBool("IsClimb", false); } //using Turret TurretGuns turret = Interactable as TurretGuns; if (turret != null) { animator.SetBool("UsingTurret", true); animator.SetBool("IsClimb", false); animator.SetBool("IsMoving", false); animator.SetBool("IsIdle", false); animator.SetBool("IsHoldItem", false); } else { animator.SetBool("UsingTurret", false); } //player death //animator.SetBool("IsDeath", !_healthSystem.IsAlive); _delayTimeToRegen += Time.deltaTime; if (_delayTimeToRegen >= _playerData.DelayTimeRegen) { _delayTimeToRegen = 0.0f; HealthReneration(); } }