// Update is called once per frame void Update() { pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); hit = Physics2D.Raycast(pos, Vector2.zero, 0f); if (hit.collider != null) { if (hit.collider.gameObject == bulletbtn) { if (Input.GetMouseButtonDown(0)) { sr.sprite = btn[0]; } if (Input.GetMouseButtonUp(0)) { sr.sprite = btn[1]; if (staticV.bulletCount < 3) { if (staticV.bulletCount == 0) { if (staticV.coin >= staticV.bulletCoin) { um.coinUp(-staticV.bulletCoin); staticV.bulletCoin = 75; bm.bulletUp(); staticV.bulletCount += 1; } } if (staticV.bulletCount == 1) { if (staticV.coin >= staticV.bulletCoin) { um.coinUp(-staticV.bulletCoin); staticV.bulletCoin = 100; bm.bulletUp(); staticV.bulletCount += 1; } } if (staticV.bulletCount == 2) { if (staticV.coin >= staticV.bulletCoin) { um.coinUp(-staticV.bulletCoin); staticV.bulletCoin = 125; bm.bulletUp(); staticV.bulletCount += 1; } } } } } } else { sr.sprite = btn[1]; } }