void ShotAndAim() { if (ShootField.Pressed == true) { WeaponHolder.Use(); Look(ShootField, 0.25f); } if (ShootField.Pressed == false && WeaponHolder.ChosedWeapon.GetComponent <Gun>().EffectOfShooting != null) { WeaponHolder.ChosedWeapon.GetComponent <Gun>().EffectOfShooting.GetComponent <ParticleSystem>().Stop(); WeaponHolder.ChosedWeapon.GetComponent <MachineGun>().WorkingParticleSystem = false; ShowMachineGunShooting(false); } }