/// <summary> /// Called every frame, if not on mobile, gets shoot axis values from input /// </summary> protected virtual void SetShootAxis() { if (!IsMobile && InputDetectionActive) { ShootAxis = MMInput.ProcessAxisAsButton(_axisShoot, Threshold.y, ShootAxis, MMInput.AxisTypes.Positive); SecondaryShootAxis = MMInput.ProcessAxisAsButton(_axisShootSecondary, -Threshold.y, SecondaryShootAxis, MMInput.AxisTypes.Negative); } }
protected override void SetShootAxis() { base.SetShootAxis(); if (IsMobile || !InputDetectionActive) { return; } ShootAxes[0] = ShootAxis; ShootAxes[1] = SecondaryShootAxis; for (var i = 2; i < MaximumNumberOfWeapons; i++) { ShootAxes[i] = MMInput.ProcessAxisAsButton(_axesShoot[i], Threshold.y, ShootAxes[i]); } }