private void Update() { if (playing == true) { if (waitForPuckInput == true) { shotDirection = _InputSource.GetShotDirection(); shotDirection.Normalize(); } else { direction = _InputSource.GetDirection(); direction.Normalize(); } if (_InputSource.AdjustPower() < 0) { if (waitForPuckInput == true) { shotPower--; } else { power--; } } else if (_InputSource.AdjustPower() > 0) { if (waitForPuckInput == true) { shotPower++; } else { power++; } } power = Mathf.Clamp(power, 1, 3); shotPower = Mathf.Clamp(shotPower, 1, 3); powerLine.rotation = Quaternion.LookRotation(Vector3.forward, new Vector2(-direction.y, direction.x)); powerLine.Rotate(new Vector3(0, 0, -90)); shotLine.rotation = Quaternion.LookRotation(Vector3.forward, new Vector2(-shotDirection.y, shotDirection.x)); shotLine.Rotate(new Vector3(0, 0, -90)); if (waitForPuckInput == true) { _SL.SetDisplay(shotPower); } _PL.SetDisplay(power); if (_InputSource.ListenForTurnEnd()) { EndTurn(); } } }