// Update is called once per frame void Update() { timer += Time.deltaTime; /* * We don't want to end animations while fire buttons is being pressed. * This is why we split up the input check and the fire button * */ if (Input.GetButton("Fire1")) { if (canFire()) { Shoot(); ammoManager.AmmoUsed(ammoType); timer = 0; } } else { DisableAffects(); } }