// Update is called once per frame void Update() { if (!isLocalPlayer) { if (Time.time > ReloadTime3P) { Reloading3P = false; } return; } if (CurrentTeam == 0) { if (SemiGunPrefabTeam2.activeSelf) { SemiGunPrefabTeam1.SetActive(true); SemiGunPrefabTeam2.SetActive(false); } if (AutoGunPrefabTeam2.activeSelf) { // AutoGunPrefabTeam1.SetActive(true); // AutoGunPrefabTeam2.SetActive(false); } if (ShotgunPrefabTeam2.activeSelf) { ShotgunPrefabTeam1.SetActive(true); ShotgunPrefabTeam2.SetActive(false); } } if (CurrentTeam == 1) { if (SemiGunPrefabTeam1.activeSelf) { SemiGunPrefabTeam2.SetActive(true); SemiGunPrefabTeam1.SetActive(false); } if (AutoGunPrefabTeam1.activeSelf) { // AutoGunPrefabTeam2.SetActive(true); // AutoGunPrefabTeam1.SetActive(false); } if (ShotgunPrefabTeam1.activeSelf) { ShotgunPrefabTeam2.SetActive(true); ShotgunPrefabTeam1.SetActive(false); } } if (isThrowingGrenade == true) { return; } else if (input.GetGrenadeKey() == true && grenadesLeft > 0) { ThrowGrenade(GetComponent <CharacterController3D>().movement); } else { if (((input.GetReloadKey() == true) || (GetActiveGun().roundsInMag < 1)) && GetActiveGun().roundsInMag < GetActiveGun().magSize&& GetActiveGun().reloading == false && GetActiveGun().AmmoLeft > 0) { float reloadTime = reloadTime = GetActiveGun().reloadTime *reloadFactor; GetActiveGun().reloading = true; if (isServer) { RpcReload3P(); } else { CmdReload3P(); } StartCoroutine(ReloadEffect(reloadTime)); if (firstReload) { firstReload = false; } else { va.Reloading(); } } else if (GetActiveGun().roundsInMag > 0 && !GetActiveGun().reloading) { GunHandler(); } if (GetActiveGun().roundsInMag == 0 && GetActiveGun().AmmoLeft == 0 && input.GetMouse0()) { va.OutOfAmmo(); } } if (isRecoiling == true) { Recoil(GetActiveGun().RecoilY, GetActiveGun().RecoilX); } GetActiveGun().UpdateGun(); aim.SetAutoAimSize(GetActiveGun().aimSize); ammoText.text = GetActiveGun().GetAmmoState(); grenadeText.text = grenadesLeft.ToString(); }