// Update is called once per frame void Update() { if (isActive) { #region HP if (Input.GetKeyDown(KeyCode.DownArrow)) // lose HP { if (iHP != 0) { iHP--; } } else if (Input.GetKeyDown(KeyCode.UpArrow)) // gain HP { if (iHP != 15) { iHP++; } } #endregion #region Ammo else if (Input.GetKeyDown(KeyCode.Mouse0)) // fire { if (iAmmo > 0) { Debug.Log("pew pew"); iAmmo--; } } else if (Input.GetKeyDown(KeyCode.R)) // reload { if (iMags > 0 && iAmmo < 30) { iAmmo = iMagCap; iMags--; } } #endregion #region Enemy toEnemy3 = Enemy.transform.position - transform.position; radAngle = Mathf.Acos(Vector3.Dot(transform.forward, toEnemy3) / (transform.forward.magnitude * toEnemy3.magnitude)); crossyboi = Vector3.Cross(transform.forward, toEnemy3); // enemy to right is +ve e_Dirs wat = doTheBigAngleCheck(radAngle); if (wat != currentDir) { currentDir = wat; } #endregion } }
IEnumerator waitDirectionChange(e_Dirs pointy) { yield return(new WaitUntil(() => pointy != currentDir)); DirChange(); }