void Shotgun() { aud2.Play(); Debug.Log("boom shotty"); RaycastHit hit; if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Targetball target = hit.transform.GetComponent <Targetball>(); if (target != null) { Debug.Log("target is live"); target.TakeDamage(ShotgunDamage); Score.score += ShotgunDamage; } } }
void Shoot() { RaycastHit hit; if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Targetball target = hit.transform.GetComponent <Targetball>(); // Scorekeeper score = hit.transform.GetComponent<Scorekeeper>(); if (target != null) { Debug.Log("target is live"); target.TakeDamage(AkDamage); Score.score += AkDamage; // score.IncreaseScore(AKDamage); } } // Debug.Log("aking"); aud.Play(); // ani.Play("Recoil"); }