void Update() { RightSpellController.UpdateHandState(RightController); LeftSpellController.UpdateHandState(LeftController); //RightSpellController.HandState = CheckHandPowerState(RightController); //LeftSpellController.HandState = CheckHandPowerState(LeftController); //if (_currentSpell == Spell.None && RightSpellController.HandState == HandState.Fire && LeftSpellController.HandState == HandState.Fire) { // if (RightSpellController.FirePercentageCharged >= 1.0f && LeftSpellController.FirePercentageCharged >= 1.0f) { // if (RightController.CurrentGesture == HandGesture.Open && LeftController.CurrentGesture == HandGesture.Open) { // _currentSpell = Spell.Fireball; // castingSpell = true; // SpawnFireball(); // } // } //} //if (_currentSpell == Spell.Fireball) { // if (RightSpellController.TargetHandState != HandState.Fire && LeftSpellController.TargetHandState != HandState.Fire) { // Vector3 velocity = RightController.Velocity * RightSpellController.FirePercentageCharged + LeftController.Velocity * LeftSpellController.FirePercentageCharged; // velocity /= RightSpellController.FirePercentageCharged + LeftSpellController.FirePercentageCharged; // _castFireball.Create(velocity); // _currentSpell = Spell.None; // } // else { // CastFireball(); // } //} }