how can i move the cube only in 2 direction (forward and back)

i have a cube that flips around only 90 degrees on every key press (up, down, left,right), i want to make the cube move only on two direction (forward and back) and i want to assign the movement on GetMouseButtonDown(0). when i press left button on mouse i want the cube flips forward without stopping than when i press left button on mouse again i want the cube flips backward with nonstop again. so far i have the code that makes the cube flip only 90degrees. can you help me with this pls?

using UnityEngine;
using System.Collections;
public class Cube : MonoBehaviour
{
    public float tumblingDuration = 0.2f;
    void Update()
    {
        var dir = Vector3.zero;
        if (Input.GetKey(KeyCode.UpArrow))
            dir = Vector3.forward;
        if (Input.GetKey(KeyCode.DownArrow))
            dir = Vector3.back;
        if (Input.GetKey(KeyCode.LeftArrow))
            dir = Vector3.left;
        if (Input.GetKey(KeyCode.RightArrow))
            dir = Vector3.right;
        if (dir != Vector3.zero && !isTumbling)
        {
            StartCoroutine(Tumble(dir));
        }
    }
    bool isTumbling = false;
    IEnumerator Tumble(Vector3 direction)
    {
        isTumbling = true;
        var rotAxis = Vector3.Cross(Vector3.up, direction);
        var pivot = (transform.position + Vector3.down * 0.5f) + direction * 0.5f;
        var startRotation = transform.rotation;
        var endRotation = Quaternion.AngleAxis(90.0f, rotAxis) * startRotation;
        var startPosition = transform.position;
        var endPosition = transform.position + direction;
        var rotSpeed = 90.0f / tumblingDuration;
        var t = 0.0f;
        while (t < tumblingDuration)
        {
            t += Time.deltaTime;
            if( t < tumblingDuration)
            {
                transform.RotateAround(pivot, rotAxis, rotSpeed * Time.deltaTime);
                yield return null;
            }
            else
            {
                transform.rotation = endRotation;
                transform.position = endPosition;
            }
        }
        isTumbling = false;
    }
}

no one? really? :frowning: