void UpdateInputs() { if (Input.GetKey(KeyCode.T)) { transform.position = TP.position; } if (Input.GetKey(KeyCode.LeftShift)) { animator.SetBool("Run", true); animator.SetBool("RifleRun", true); } else { animator.SetBool("Run", false); animator.SetBool("RifleRun", false); } animator.SetBool("Rifle", animator.GetBool("Rifle_Aim")); if (Input.GetKey(KeyCode.Mouse1) || AimingTestBool == true) { if (WM.CheckIfHoldingWeapon() == true) { animator.SetBool("Rifle_Aim", true); if (gameObject.GetComponent <AimIK>().solver.IKPositionWeight < 1) { gameObject.GetComponent <AimIK>().solver.IKPositionWeight += AimTransitionSpeed * Time.deltaTime; } MainCamAcess.GetComponent <CameraCont>().Aiming = true; if (Input.GetKeyDown(KeyCode.Mouse2)) { MainCamAcess.GetComponent <CameraCont>().TrueAiming = !MainCamAcess.GetComponent <CameraCont>().TrueAiming; } } else { animator.SetBool("Rifle_Aim", false); if (gameObject.GetComponent <AimIK>().solver.IKPositionWeight > 0) { gameObject.GetComponent <AimIK>().solver.IKPositionWeight -= AimTransitionSpeed * Time.deltaTime; } if (gameObject.GetComponent <AimIK>().solver.IKPositionWeight <= 0) { MainCamAcess.GetComponent <CameraCont>().Aiming = false; } } } else { animator.SetBool("Rifle_Aim", false); if (gameObject.GetComponent <AimIK>().solver.IKPositionWeight > 0) { gameObject.GetComponent <AimIK>().solver.IKPositionWeight -= AimTransitionSpeed * Time.deltaTime; } if (gameObject.GetComponent <AimIK>().solver.IKPositionWeight <= 0) { MainCamAcess.GetComponent <CameraCont>().Aiming = false; } } if (Input.GetKey(KeyCode.Space)) { if (gameObject.GetComponent <WeaponsManager>().BigWeapons == false) { animator.SetBool("Sprint", true); } else { animator.SetBool("Sprint", false); } } else { animator.SetBool("Sprint", false); } if (Input.GetKeyDown(KeyCode.Tab)) { if (currentBaseState.nameHash == walkState || currentBaseState.nameHash == inventoryState) { gameObject.GetComponent <Stats>().inventoryOn = !gameObject.GetComponent <Stats>().inventoryOn; } gameObject.GetComponent <ActionPerform>().StopAction(); } if (Input.GetKey(KeyCode.E)) { InteractMode = true; } else { InteractMode = false; } }