// Update is called once per frame void LateUpdate() { anim.SetLayerWeight(1, aimWeight); anim.SetFloat("WeaponType", (float)pWeaponManager.currentWeapon.weaponType); if (Input.GetMouseButton(0)) { pWeaponManager.Fire(); } if (Input.GetMouseButton(1)) { aimWeight = Mathf.Lerp(aimWeight, 1, aimSmoothness); playerCamera.fieldOfView = Mathf.Lerp(playerCamera.fieldOfView, aimFOV, aimSmoothness); pWeaponManager.Aim(); } else { aimWeight = Mathf.Lerp(aimWeight, 0, aimSmoothness); playerCamera.fieldOfView = Mathf.Lerp(playerCamera.fieldOfView, prevFOV, aimSmoothness); pWeaponManager.Hip(); } }