void Update() { //Update bullet origin point missleOrigin = player.transform.position; if (missleCount < missleAmount) { outOfMissles = false; if (InputHandler.IsKeyDown(playerShooter.shootingKey)) { ShootBasedOnIdentifier(); } } else { if (this.transform.childCount > 0) { this.transform.GetChild(0).GetComponent <Renderer>().enabled = false; } outOfMissles = true; } if (canDestroy) { destroyDelay -= Time.deltaTime; if (destroyDelay < 0) { powerup.DestroyPowerup(); } } }