Vector3.forward with player rotation

Hi!

I’ve made this VERY simple player script and I need the Vector3. to react the current rotation of the player.

My script:

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {

	public float speed;

	Animator anim;

	void Start () {
		anim = GetComponentInChildren<Animator> ();
		//anim.SetBool ("Run", false);
		anim.SetBool ("Aim", false);
	}

	// Update is called once per frame
	void Update () {
		if (Input.GetButton ("Forward")) {
			transform.position += Vector3.forward * Time.deltaTime * speed;
			anim.SetBool("RunForward", true);
			anim.SetBool("RunBackwards", false);
			anim.SetBool("RunRight", false);
			anim.SetBool("RunLeft", false);
		} else if(Input.GetButton("Left")){
			transform.position += Vector3.left * Time.deltaTime * speed;
			anim.SetBool("RunForward", false);
			anim.SetBool("RunBackwards", false);
			anim.SetBool("RunRight", false);
			anim.SetBool("RunLeft", true);
		} else if(Input.GetButton("Backwards")){
			transform.position += Vector3.back * Time.deltaTime * speed;
			anim.SetBool("RunForward", false);
			anim.SetBool("RunBackwards", true);
			anim.SetBool("RunRight", false);
			anim.SetBool("RunLeft", false);
		} else if(Input.GetButton("Right")){
			transform.position += Vector3.right * Time.deltaTime * speed;
			anim.SetBool("RunForward", false);
			anim.SetBool("RunBackwards", false);
			anim.SetBool("RunRight", true);
			anim.SetBool("RunLeft", false);
		} else {
			anim.SetBool("RunForward", false);
			anim.SetBool("RunBackwards", false);
			anim.SetBool("RunRight", false);
			anim.SetBool("RunLeft", false);
		}
	}
}

If you know what to do, please tell me!

Thanks

Just nevermind this. I scrapped this idea and did something else for this to work. Did something like this instead

if (Input.GetButton ("Forward")) {
			Vector3 forward = transform.TransformDirection (Vector3.forward) * speed;
			cc.Move (forward * Time.deltaTime);
			anim.SetBool("RunForward", true);
			anim.SetBool("RunBackwards", false);
			anim.SetBool("RunRight", false);
			anim.SetBool("RunLeft", false);
			step = true;
		} else {
			anim.SetBool("RunForward", false);
			anim.SetBool("RunBackwards", false);
			anim.SetBool("RunRight", false);
			anim.SetBool("RunLeft", false);
			step = false;
		}