private void Update() { if (Input.GetKeyDown(KeyCode.Space) && _isPlayerInStartPointOfAnyMovableObject && _isGaugeOpen) { _uiHandler.SetPowerGauge(false); var percentageOfExactForceToApply = _uiHandler.GetAccuracyForCurrentGaugeValue() / 100f; var forceToApply = _objectToMove.GetExactForceRequiredToReachDestination() * percentageOfExactForceToApply; Debug.Log("Value From Gauge (int) -> " + forceToApply.ToString()); _objectToMove.PushObject(forceToApply); _isGaugeOpen = false; } else if (Input.GetKeyDown(KeyCode.Space) && _isPlayerInStartPointOfAnyMovableObject && !_isGaugeOpen) { Debug.Log("Should open gauge!"); _uiHandler.SetInfoPanelActive(false); _uiHandler.SetPowerGauge(true); _isGaugeOpen = true; } }