FiringHandler.Update C# (CSharp) Method

Update() public method

public Update ( ) : void
return void
    void Update()
    {
        if (universeN() != -1) {
            manager = GameObject.Find("Character" + universeN()).GetComponent<PlayerManager>();
            timer += Time.deltaTime;

            if (Network.isClient && myCharacter) {

                if (model == "china") spawnPosition = Random.value > 0.5 ? lSpawn.position : rSpawn.position;
                else spawnPosition = spawn.position;

                Camera cam = GameObject.Find("Camera " + universeN()).camera;
                Vector3 lookAt, dir;
                RaycastHit hit;
                Ray ray;
                if (rotated) {
                    ray = cam.ScreenPointToRay(Input.mousePosition);
                    ray.origin = spawnPosition;
                    if (Physics.Raycast(ray, out hit, 1000)) lookAt = hit.point;
                    else lookAt = ray.GetPoint(100);
                    dir = ray.direction;
                }
                else {
                    Vector3 mousePos = Input.mousePosition;
                    mousePos.z = spawnPosition.z;
                    ray = new Ray(cam.ScreenToWorldPoint(mousePos), Vector3.right);
                    Debug.DrawRay(ray.origin, ray.direction * 100, Color.red);
                    if (Physics.Raycast(ray, out hit, 100)) lookAt = hit.point;
                    else lookAt = ray.origin;
                    dir = lookAt - spawnPosition;
                }

                beam.SetPosition(1, lookAt);
                beam.SetPosition(0, spawnPosition);

                if (Input.GetButton("Primary Fire") && timer >= manager.wepStats.wepRate && manager.getEnergyLevel() != 0) {
                    // Can I fire?
                    if (manager.getEnergyLevel() - manager.getSelectedWepDrain() >= 0) {
                        int wType = manager.wepType;

                        string wDir = "";

                        switch(wType)
                        {
                            case 1: wDir = "beam/beam2";
                                break;
                            case 2: wDir = "cannon/cannon";
                                break;
                            case 3: wDir = "mine/mine";
                                break;
                            default: wDir = "beam/beam2";
                                break;
                        }
                        networkView.RPC("PlayNetworkShot", RPCMode.All, wDir, manager.universeNumber);

                        // Send message to fire
                        if (dir.x > 0) networkView.RPC("fireWeapon", RPCMode.Server, lookAt, dir, spawnPosition, manager.wepStats.wepType);

                        timer = 0;

                        // Tell AchievementSystem
                        //AchievementSystem.playerFired();
                    }
                }
            }
        }
    }