private void Update() { switch (Input.inputString) { case "1": weapow = "bomb"; break; case "2": weapow = "laser"; break; } Debug.Log(weapow); Vector3 screenPosition = Camera.main.WorldToScreenPoint(transform.position); Vector3 mouseDirection = Input.mousePosition - screenPosition; mouseDirection.z = 0.0f; var rotation = Quaternion.FromToRotation(startingDirection, mouseDirection); transform.localRotation = rotation; if (weapow == "bomb") { laser.SetActive(false); if (Input.GetMouseButtonDown(0)) { mexe.Shakes(0.1f, 0.2f); Vector2 direction = ((Vector2)mouseDirection).normalized; Vector3 position = transform.position + (Vector3)direction * instantiateOffset; var bullet = Instantiate(bulletPrefab.gameObject, position, Quaternion.identity).GetComponent <Bullet> (); bullet.impulse = direction * shootImpulse; } } if (weapow == "laser") { if (Input.GetMouseButton(0)) { mexe.Shakes(0.5f, 0.1f); laserSoundSpawn(); laser.SetActive(true); } if (Input.GetMouseButtonUp(0)) { laser.SetActive(false); } } }