private void OnFire() { if (_weaponSystem.CanFire()) { var ray = _currentView.GetFireRay(); _weaponSystem.OnFire(ray); _currentView.Fire(); } }
private void Update() { // TODO Input manager or smth // Movements var horizontal = Input.GetAxis("Horizontal") * Time.deltaTime * stats.speed; var vertical = Input.GetAxis("Vertical") * Time.deltaTime * stats.speed; transform.Translate(new Vector3(horizontal, vertical), Space.World); transform.position = new Vector3( Mathf.Clamp(transform.position.x, border.xMin, border.xMax), Mathf.Clamp(transform.position.y, border.yMin, border.yMax), 0f ); // Firing if (weapsys.CanFire()) { weapsys.Fire(); } }
// Update is called once per frame void Update() { if (Input.GetButton("Fire1") || sphere.button_states[0]) { if (weapons.ChoosenWeapon == 0) { if (weapons.CanFire()) { turrets[weapons.ChoosenWeapon].Fire(); falconAnimator.SetTrigger("Fire"); if (weapons.ChoosenWeapon != 1) { weapons.FireWeapon(); } } } else { if (Input.GetButton("Fire1") || sphere.button_states[0]) { if (timer <= 0) { turrets[weapons.ChoosenWeapon].Fire(); falconAnimator.SetTrigger("Machinegun"); timer = MachinegunSpeed; } else { timer -= Time.deltaTime; } } else { } } } }