void Update() { if (PauseMenu.IsOn) { return; } if (Input.GetButton("Fire1")) { OnTriggerHold(); } else { OnTriggerRelease(); } if (Input.GetMouseButton(1)) { weaponMannger.Aim(true); } else { weaponMannger.Aim(false); } }
private void Update() { if (PauseMenu.isOn == true) { return; } currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.currentAmmo < currentWeapon.maxCapacity) { if (Input.GetButtonDown("Reload")) { weaponManager.Reload(); return; } } if (!WeaponManager.isReloading) { if (currentWeapon.fireRate <= 0) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButton("Fire1")) { if (Time.time - lastFired > 1 / currentWeapon.fireRate) { lastFired = Time.time; Shoot(); } } } } if (Input.GetButtonDown("Fire2") && PlayerController.isSprinting == false) { isAiming = true; weaponManager.Aim(); } if (Input.GetButtonUp("Fire2")) { isAiming = false; weaponManager.Aim(); } if (PlayerController.isSprinting == true) { isAiming = false; } }