NavMeshAgent nav;               // Reference to the nav mesh agent.


        void Awake()
        {
            // Set up the references.
            jugador      = GameObject.FindGameObjectWithTag("Player").transform;
            saludJugador = jugador.GetComponent <SaludJugador> ();
            saludEnemigo = GetComponent <SaludEnemigo> ();
            nav          = GetComponent <NavMeshAgent> ();
        }
        float timer;                                // Timer for counting up to the next attack.


        void Awake()
        {
            // Setting up the references.
            player       = GameObject.FindGameObjectWithTag("Player");
            playerHealth = player.GetComponent <SaludJugador> ();
            enemyHealth  = GetComponent <SaludEnemigo>();
            anim         = GetComponent <Animator> ();
        }
        void Shoot()
        {
            // Reset the timer.
            timer = 0f;

            // Play the gun shot audioclip.
            gunAudio.Play();

            // Enable the lights.
            gunLight.enabled  = true;
            faceLight.enabled = true;

            // Stop the particles from playing if they were, then start the particles.
            gunParticles.Stop();
            gunParticles.Play();

            // Enable the line renderer and set it's first position to be the end of the gun.
            gunLine.enabled = true;
            gunLine.SetPosition(0, transform.position);

            // Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
            shootRay.origin    = transform.position;
            shootRay.direction = transform.forward;

            // Perform the raycast against gameobjects on the shootable layer and if it hits something...
            if (Physics.Raycast(shootRay, out shootHit, rango, shootableMask))
            {
                // Try and find an EnemyHealth script on the gameobject hit.
                SaludEnemigo enemyHealth = shootHit.collider.GetComponent <SaludEnemigo> ();

                // If the EnemyHealth component exist...
                if (enemyHealth != null)
                {
                    // ... the enemy should take damage.
                    enemyHealth.TakeDamage(danoPorDisparo, shootHit.point);
                }

                // Set the second position of the line renderer to the point the raycast hit.
                gunLine.SetPosition(1, shootHit.point);
            }
            // If the raycast didn't hit anything on the shootable layer...
            else
            {
                // ... set the second position of the line renderer to the fullest extent of the gun's range.
                gunLine.SetPosition(1, shootRay.origin + shootRay.direction * rango);
            }
        }