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}
} else {
IsShowLaser(false);
}
if (!IsAiming) {
UpdateMovement();
}
}
}
// C# user:
void Update () {
if (!IS_GAMEOVER) {
ApplyGravity();
if (!IsJumping) {
if ((MotionState == MOTION_STATE.GROUND) ||
(MotionState == MOTION_STATE.AIM)) {
IsAiming = CanShoot();
} else {
IsAiming = false;
}
if (IsAiming) {
IsShowLaser(true);
if (_animator) {
AnimatorStateInfo currentState =
_animator.GetCurrentAnimatorStateInfo(0);
if (!IsWaitForAiming) {
Vector3 lookat =
targetLookat.transform.position;
lookat.y = transform.position.y;
transform.LookAt(lookat);
_rocketLauncher.transform.LookAt(targetLookat.transform.position);
IsShot = true;
if (IsShot) {
if
(currentState.IsName("Shooting.Aiming")) {
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