// Update is called once per frame void FixedUpdate() { // Movement transform.Translate(new Vector3(pc.input.x, 0, pc.input.y) * speed * Time.fixedDeltaTime); xLook -= pc.mouseMovement.y * mouseSense * Time.fixedDeltaTime; xLook = Mathf.Clamp(xLook, yLookInterval.x, yLookInterval.y); cam.eulerAngles = new Vector3(xLook, cam.eulerAngles.y, cam.eulerAngles.z); transform.Rotate(Vector3.up, pc.mouseMovement.x * mouseSense * Time.fixedDeltaTime); // Attack if (pc.attacking) { Attack(); } // Switch Weapon Handler if (pc.equipableSwitch < 0) { SwitchEquipable(inv.Prev()); pc.equipableSwitch++; } else if (pc.equipableSwitch > 0) { SwitchEquipable(inv.Next()); pc.equipableSwitch--; } // Animations if (!pc.input.Equals(Vector2.zero)) { anim.SetBool("Walking", true); } else { anim.SetBool("Walking", false); } // Call currEquip FixedUpdate if (currEquip != null) { currEquip.FixedUpdate(); } }