public void OnFire() { //Debug.Log(floorGlobal.IsOnBeat()); //create bullet if mouse clicked and on beat float offbeat = floorGlobal.IsOnBeat(); if (playerController.canShoot && !outOfAmmo && !reloading && offbeat != 0) { Shoot(offbeat); } }
public void OnAbility(int index) { if (playerController.abilities[index] != null) { Debug.Log(playerController.abilities[index].onCooldown); if (!playerController.abilities[index].onCooldown && floorGlobal.IsOnBeat() != 0) { playerController.abilities[index].itemEffect.OnUse(); playerController.abilities[index].StartCooldown(); usedAbilities.Add(playerController.abilities[index]); } } }