public void Move(InputAction.CallbackContext context) { _movement.Move(context.ReadValue <Vector2>()); }
// Update is called once per frame void FixedUpdate() { // A vector to chenage the the y of the read value to be the z instead for the player to move forward Vector3 MoveDirection = new Vector3(_controls.Player.Movement.ReadValue <Vector2>().x, 0, _controls.Player.Movement.ReadValue <Vector2>().y); _movement.Move(MoveDirection); // If the cooldown is 0 then the player is allowed to shoot if (_playerShootcooldown <= 0) { _controls.Player.Shoot.Enable(); // Waits for the player to shoot before restarting the timer if (Mouse.current.leftButton.isPressed || Keyboard.current.spaceKey.isPressed) { _barrel1.Shoot(); _playerShootcooldown = _startingTimer; animator.SetTrigger("Shooting"); // Once the Spreadshot is collected the other two barrels are activated and can shoot! if (MultiShot.isActive) { _barrel2.Shoot(); _barrel3.Shoot(); // When the timer of the power up is done the barrels are disabled and the timer is reset if (MultiShot.PowerUpTimer <= 0) { MultiShot.isActive = false; MultiShot.PowerUpTimer = MultiShot.BackupTimer; } else { MultiShot.PowerUpTimer -= Time.deltaTime; } } // This block of code is ran when a power up is active and collected if (RapidFire.isActive) { _playerShootcooldown = .2f; // If the timer is equal to or less than 0 the rapid fire is turned off // the cooldown for the player shooting is reset // as well as the rapid fire time remaining. if (RapidFire.PowerUpTimer <= 0) { RapidFire.isActive = false; _playerShootcooldown = _startingTimer; RapidFire.PowerUpTimer = RapidFire.BackupTimer; } RapidFire.PowerUpTimer -= Time.deltaTime; } } } // If the timer is not 0 or lower, the player shooting is disabled and // the cooldown is subtracted from the time passed between frames else { _controls.Player.Shoot.Disable(); _playerShootcooldown -= Time.deltaTime; } }