void Player1Controller() { if (Input.GetKey("w") && cooldownW == false) { GameObject a = Instantiate(booms) as GameObject; a.transform.position = new Vector2(-1, (float)-3.35); Destroy(a, destroyTime); Invoke("resetCooldownW", cooldownBoom); cooldownW = true; Debug.Log("W position completed"); cdW.isHit(cooldownBoom); } if (Input.GetKey("q") && cooldownQ == false) { GameObject a = Instantiate(booms) as GameObject; a.transform.position = new Vector2(-6, (float)-3.35); Destroy(a, destroyTime); Invoke("resetCooldownQ", cooldownBoom); cooldownQ = true; Debug.Log("Q position completed"); cdQ.isHit(cooldownBoom); } if (Input.GetKey("e") && cooldownE == false) { GameObject a = Instantiate(booms) as GameObject; a.transform.position = new Vector2(4, (float)-3.35); Destroy(a, destroyTime); Invoke("resetCooldownE", cooldownBoom); cooldownE = true; Debug.Log("E posistion completed"); cdE.isHit(cooldownBoom); } if (Input.GetKey("r") && cooldownR == false && (cooldownE == true || cooldownQ == true || cooldownW == true)) { resetCooldownE(); resetCooldownQ(); resetCooldownW(); //Invoke("resetCooldownR", 8f); cooldownR = true; Debug.Log("Cooldown all booms"); cdE.cooldownNow(); cdQ.cooldownNow(); cdW.cooldownNow(); } }