private void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.bullets < currentWeapon.maxBullets) { if (Input.GetKeyDown(KeyCode.R)) { weaponManager.Reload(); return; } } if (currentWeapon.fireRate <= 0f) { if (Input.GetMouseButtonDown(0)) { Shoot(); } } else { if (Input.GetMouseButtonDown(0)) { InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetMouseButtonUp(0)) { CancelInvoke("Shoot"); } } }
private void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.fireRate <= 0f) { if (Input.GetMouseButtonDown(0)) { Shoot(); } } else { if (Input.GetMouseButtonDown(0)) { InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetMouseButtonUp(0)) { CancelInvoke("Shoot"); } } }
private void Update() { SetFuelAmount(controller.GetThrusterFuelAmount()); SetHealthAmount(player.GetHealthPctg()); SetAmmoAmount(weaponManager.GetCurrentWeapon().bullets); }