// Update is called once per frame
    private void Update()
    {
        if (CameraT.IsZooming)
        {
            transform.eulerAngles = new Vector3(CameraT.transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
        }
        else
        {
            transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, transform.eulerAngles.z);
        }

        pLight.gameObject.SetActive(false);
        if (Time.time > cooldown)
        {
            isOnFire = false;
            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                Smoke.Play();
                AS.Play();
            }

            if (Input.GetKey(KeyCode.Mouse0))
            {
                isOnFire = true;
                Ray ray = new Ray(CameraT.transform.position, CameraT.transform.forward);
                Debug.DrawRay(ray.origin, ray.direction * WeaponRange);
                RaycastHit hit;

                Sparks.Play();
                AS.loop        = true;
                mainSmoke.loop = true;
                pLight.gameObject.SetActive(true);
                if (Physics.Raycast(ray, out hit, WeaponRange))
                {
                    Destroyable des = hit.collider.GetComponent <Destroyable>();
                    if (des != null)
                    {
                        des.GetDMG(WeaponDMG);
                    }
                }
                cooldown = Time.time + (1f / BulletsPerSecound);
            }

            if (!isOnFire)
            {
                AS.Stop();
                Sparks.Stop();
                mainSmoke.loop = false;
            }
        }
    }