using UnityEngine; namespace DarkTonic.MasterAudio.Examples { public class MA_PlayerControl : MonoBehaviour { public GameObject ProjectilePrefab; public bool canShoot = true; private const float MoveSpeed = 10f; private Transform _trans; private float _lastMoveAmt; private void Awake() { base.useGUILayout = false; _trans = base.transform; } private void OnCollisionEnter(Collision collision) { if (collision.gameObject.name.StartsWith("Enemy(")) { base.gameObject.SetActive(value: false); } } private void OnDisable() { } private void OnBecameInvisible() { } private void OnBecameVisible() { } private void Update() { float num = Input.GetAxis("Horizontal") * 10f * AudioUtil.FrameTime; if (num != 0f) { if (_lastMoveAmt == 0f) { MasterAudio.FireCustomEvent("PlayerMoved", _trans); } } else if (_lastMoveAmt != 0f) { MasterAudio.FireCustomEvent("PlayerStoppedMoving", _trans); } _lastMoveAmt = num; Vector3 position = _trans.position; position.x += num; _trans.position = position; if (canShoot && Input.GetMouseButtonDown(0)) { Vector3 position2 = _trans.position; position2.y += 1f; Object.Instantiate(ProjectilePrefab, position2, ProjectilePrefab.transform.rotation); } } } }