void Update()
{
if (itemBeingAimed == null)
{
return; //If there is no item being aimed, don't do anything.
}
//Try to find a point on the map the player is aiming at, and do nothing if it does not exist.
Vector3 aimPoint = GetAimPoint();
if (aimPoint.Equals(Vector3.positiveInfinity))
{
return;
}
itemBeingAimed.VisualiseAim(userTransform, aimPoint);
//When the user releases the mouse button again, fire the item, stop aiming, and unlock the camera.
if (Input.GetMouseButtonUp(0))
{
player.Fire();
itemBeingAimedInventory.StartCooldown(itemBeingAimedInventory.getPositionOfItem(itemBeingAimed));
StartCoroutine(WaitThenFire(aimPoint));
}
}