private void ShootMode() { //Aim if (animator.GetBool("ShootModeActive")) { degrees = Input.mousePosition.y - mousePositionStart.y; //limits if (degrees > 90 * sensibilityMultiplier) { degrees = 90 * sensibilityMultiplier; mousePositionStart.y = Input.mousePosition.y - 90 * sensibilityMultiplier; // reseta o novo inicio para nao precisar ficar puxando o mouse } if (degrees < -45 * sensibilityMultiplier) { degrees = -45 * sensibilityMultiplier; mousePositionStart.y = Input.mousePosition.y + 45 * sensibilityMultiplier; // reseta o novo inicio para nao precisar ficar puxando o mouse } degrees /= sensibilityMultiplier; // sensibility textAimDegrees.text = degrees.ToString("n2"); //animation ajust MySprite_ShootModeUpBody.transform.eulerAngles = new Vector3(0, 0, shootModeDirection * degrees); //flip x when in shootmode if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A)) { controller.ChangeFaceDir(-1); shootModeDirection = -1f; MySprite_ShootModeUpBody.transform.localPosition = new Vector3(-1 * shootModeDirection * 0.2f, 0.44f, 0); } else if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D)) //com else testa apenas um if, pois essa funcao eh chamada no update { controller.ChangeFaceDir(1); shootModeDirection = 1f; MySprite_ShootModeUpBody.transform.localPosition = new Vector3(-1 * shootModeDirection * 0.2f, 0.44f, 0); } } }