// private void IsShoot() // { // if (input.ActionAlt() && hasBomb) // { // BombSpawn(); // hasBomb = false; // } // } public void Shoot() { if (hasBomb && input.ActionAlt()) { Debug.Log("bomb"); BombSpawn(); //hasBomb = false; } }
void ShieldUpdate() { if (input.ActionAlt() && hasShield) { if (rend.enabled != true) { rend.enabled = true; timer = 3; hasShield = false; } } if (rend.enabled) { Timers(); } }