void Update()
 {
     if (Input.GetKeyDown(KeyCode.Z))
     {
         intent = FPSKebabiste.Action.GoUp;
     }
     if (Input.GetKeyDown(KeyCode.Q))
     {
         intent = FPSKebabiste.Action.GoLeft;
     }
     if (Input.GetKeyDown(KeyCode.S))
     {
         intent = FPSKebabiste.Action.GoDown;
     }
     if (Input.GetKeyDown(KeyCode.D))
     {
         intent = FPSKebabiste.Action.GoRight;
     }
     if (Input.GetMouseButtonDown(0))
     {
         intent = FPSKebabiste.Action.Shoot;
     }
     if (Input.GetKeyUp(KeyCode.Z))
     {
         intent = FPSKebabiste.Action.StopUp;
     }
     if (Input.GetKeyUp(KeyCode.Q))
     {
         intent = FPSKebabiste.Action.StopLeft;
     }
     if (Input.GetKeyUp(KeyCode.S))
     {
         intent = FPSKebabiste.Action.StopDown;
     }
     if (Input.GetKeyUp(KeyCode.D))
     {
         intent = FPSKebabiste.Action.StopRight;
     }
     if (Input.GetMouseButtonDown(0))
     {
         intent = FPSKebabiste.Action.Shoot;
     }
 }
    public void PlayActions(FPSKebabiste kebabiste)
    {
        float speed = 20.0f;

        kebabiste.RotateView();

        FPSKebabiste.Action kebabisteIntent = kebabiste.GetIntent();

        switch (kebabisteIntent)
        {
        case FPSKebabiste.Action.GoUp:
            //kebabiste.kebabistePrefab.transform.position+=Vector3.forward*Time.deltaTime;
            kebabiste.wantToGoDown = false;
            kebabiste.wantToGoUp   = true;
            break;

        case FPSKebabiste.Action.GoDown:
            kebabiste.wantToGoUp   = false;
            kebabiste.wantToGoDown = true;
            break;

        case FPSKebabiste.Action.GoRight:
            kebabiste.wantToGoLeft  = false;
            kebabiste.wantToGoRight = true;
            break;

        case FPSKebabiste.Action.GoLeft:
            kebabiste.wantToGoRight = false;
            kebabiste.wantToGoLeft  = true;
            break;

        case FPSKebabiste.Action.StopUp:
            //kebabiste.kebabistePrefab.transform.position+=Vector3.forward*Time.deltaTime;
            kebabiste.wantToGoUp = false;
            break;

        case FPSKebabiste.Action.StopDown:
            kebabiste.wantToGoDown = false;
            break;

        case FPSKebabiste.Action.StopRight:
            kebabiste.wantToGoRight = false;
            break;

        case FPSKebabiste.Action.StopLeft:
            kebabiste.wantToGoLeft = false;
            break;

        case FPSKebabiste.Action.Shoot:
            Shoot(kebabiste);
            break;

        case FPSKebabiste.Action.Hide:
            kebabiste.hiding = StartCoroutine(Hide(kebabiste));
            break;

        case FPSKebabiste.Action.Reload:
            kebabiste.goingToreload = StartCoroutine(Reload(kebabiste));
            break;

        case FPSKebabiste.Action.GoNear:
            kebabiste.goingNear = StartCoroutine(GoNear(kebabiste));
            break;

        case FPSKebabiste.Action.None:
        default:
            break;
        }

        Vector3 wantedMovement = Vector3.zero;

        if (kebabiste.wantToGoUp)
        {
            wantedMovement += speed * Time.deltaTime * kebabiste.kebabistePrefab.transform.forward;
        }
        if (kebabiste.wantToGoDown)
        {
            wantedMovement -= speed * Time.deltaTime * kebabiste.kebabistePrefab.transform.forward;
        }
        if (kebabiste.wantToGoLeft)
        {
            wantedMovement -= speed * Time.deltaTime * kebabiste.kebabistePrefab.transform.right;
        }
        if (kebabiste.wantToGoRight)
        {
            wantedMovement += speed * Time.deltaTime * kebabiste.kebabistePrefab.transform.right;
        }

        if (wantedMovement != Vector3.zero)
        {
            kebabiste.KebabisteRigidbody.AddForce(wantedMovement, ForceMode.Impulse);
        }
        else
        {
            kebabiste.KebabisteRigidbody.velocity = Vector3.zero;
        }
    }