// Update is called once per frame void Update() { Vector3 position = transform.position; // get new horizontal position // float horizontalInput = Input.GetAxis("Horizontal"); // if (horizontalInput < 0) // { // position.x += horizontalInput * ConfigurationUtils.BurgerMoveUnitsPerSecond * // Time.deltaTime; // } // else if (horizontalInput > 0) // { // position.x += horizontalInput * ConfigurationUtils.BurgerMoveUnitsPerSecond * // Time.deltaTime; // } // get new vertical position float verticalInput = Input.GetAxis("Vertical"); if (verticalInput < 0 || verticalInput > 0) { position.y += verticalInput * ConfigurationUtils.BurgerMoveUnitsPerSecond * Time.deltaTime; } // move and clamp in screen transform.position = position; ClampInScreen(); // reenable shooting on Fire1 axis release if (!canShoot && Input.GetAxisRaw("Fire1") == 0) { cooldownTimer.Stop(); canShoot = true; } // shoot french fries if (canShoot && Input.GetAxisRaw("Fire1") != 0) { cooldownTimer.Run(); canShoot = false; // Vector3 bulletPos = transform.position; // bulletPos.x += FrenchFriesPositionOffset; GameObject bullet1 = BulletPool.GetBullets(); bullet1.transform.position = shootPos[0].transform.position; bullet1.SetActive(true); bullet1.GetComponent <Bullet>().StartMoving(); GameObject bullet2 = BulletPool.GetBullets(); bullet2.transform.position = shootPos[1].transform.position; bullet2.SetActive(true); bullet2.GetComponent <Bullet>().StartMoving(); AudioManager.Play(AudioClipName.BurgerShot); } }