private void Update() { if (!isInit) { return; } delta = Time.deltaTime; GetInput_Update(); AimPosition(); InGame_UpdateStates_Update(); if (debugAim) { states.states.isAiming = true; } states.Tick(delta); if (updateUI) { updateUI = false; UpdatePlayerReferencesForWeapon(states.w_manager.GetCurrentWeapon()); p_references.e_UpdateUI.Raise(); } }
void Update() { if (!isInit) { return; } delta = Time.deltaTime; if (!freezeMovement) { GetInput_Update(); states.Tick(delta); } }