// Update is called once per frame void Update() { healthBar.SetHealth((int)health); if (Input.GetKeyDown(KeyCode.Q) && ability_push_isActive) { abilty_pushforce.AbilityForce(); } if (Input.GetKeyDown(KeyCode.Alpha1) && ability_thunder_isActive) { Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out RaycastHit hit, thunder_range); Instantiate(thunder_particles, hit.point, Quaternion.LookRotation(hit.normal)); } if (Input.GetKeyDown(KeyCode.F) && ability_barrel_isActive) { Vector3 playerPos = transform.position; Vector3 playerDirection = transform.forward; Quaternion playerRotation = transform.rotation; Vector3 spawnPos = playerPos + playerDirection * spawnDistance; Instantiate(barrel_tospawn, spawnPos, playerRotation); } if (Input.GetKeyDown(KeyCode.E) && ability_slowmo_isActive) { abilty_slowmotion.DoSlowMotion(); } }