void Update() { if (!GetComponent <PlayerCollisions>().IsPaused&& !GetComponent <PlayerCollisions>().gameOverScreen.activeSelf) { //Mana Regeneration if (mana < maxMana) { mana += manaRegenRate; } else { mana = maxMana; } manaMeter.value = mana; if (reloadTime > 0) { reloadTime -= Time.deltaTime; if (reloadTime <= 0) { Ammo = maxAmmo; } } else { if (Input.GetButtonDown("Fire1") && weapon.CanFire(this)) //Pistol Fire { weapon.FireWeapon(this); weapon.PlayAudio(pistolAudio); } else if (Input.GetButtonDown("Fire1") && ammo <= 0)//Play 'Out of Ammo' when such is true { pistolAudio.clip = outOfAmmoSFX[Random.Range(0, outOfAmmoSFX.Length)]; pistolAudio.Play(); } if (Input.GetButtonDown("Fire2") && shieldSpell.CanFire(this)) //Force Push { shieldSpell.FireWeapon(this); shieldSpell.PlayAudio(shieldAudio); } if (Input.GetButtonDown("Reload")) //Reload { reloadTime = reloadRate; if (ammo < maxAmmo) { pistolAudio.clip = reloadSFX[Random.Range(0, reloadSFX.Length)]; pistolAudio.Play(); } } if (Input.GetButtonDown("Fireball") && firebalSpell.CanFire(this))//Fireball { firebalSpell.FireWeapon(this); firebalSpell.PlayAudio(fireballAudio); } } weapon.UpdateCooldown(Time.deltaTime); } }