// Update is called once per frame void Update() { fireDown1 = input.GetDown(input.fire1); fireDown2 = input.GetDown(input.fire2); fireUp1 = input.GetUp(input.fire1); fireUp2 = input.GetUp(input.fire2); released1 = fireUp1 && firing1 ? true : released1; released2 = fireUp2 && firing2 ? true : released2; if (fireDown1 && !(firing1 || firing2)) { draw1(); } else if (fireDown2 && !(firing1 || firing2)) { draw2(); } if (released1 && !bow.animation["Draw"].enabled) { release1(); } else if (released2 && !bow.animation["Draw"].enabled) { release2(); } }
// Update is called once per frame void Update() { if (input.GetDown(input.fire2)) { if (animation["Up"].time < 0) { animation["Up"].time = 0; } animation["Up"].speed = 1; } else if (input.GetUp(input.fire2)) { if (animation["Up"].time > animation["Up"].length) { animation["Up"].time = animation["Up"].length; } animation["Up"].speed = -1; } animation.Play("Up"); if (animation["Up"].time >= animation["Up"].length) { wasDown = false; if (!wasUp) { wasUp = true; player.physicalResistance *= 2; } } else if (!wasDown) { wasUp = false; wasDown = true; player.physicalResistance /= 2; } }