// Update is called once per frame
    void Update()
    {
        // Bit shift the index of the layer (8) to get a bit mask
        int layerMask = 1 << 8;

        RaycastHit hit;

        // Does the ray intersect any objects excluding the player layer
        if (Physics.Raycast(transform.position,
                            transform.TransformDirection(Vector3.forward), out hit,
                            Mathf.Infinity, layerMask))
        {
            Debug.DrawRay(transform.position,
                          transform.TransformDirection(Vector3.forward) * hit.distance,
                          Color.yellow);
            // Debug.Log("Did Hit");

            GameObject     foundsParent = hit.transform.parent.gameObject;
            BurnableObject hsc          = foundsParent.GetComponent <BurnableObject>();
            if (hsc != null)
            {
                hsc.OnFire();
            }
        }
        else
        {
            Debug.DrawRay(transform.position,
                          transform.TransformDirection(Vector3.forward) * 1000,
                          Color.white);
            // Debug.Log("Did not Hit");
        }
    }
    private void BurnTarget(GameObject target)
    {
        BurnableObject hsc = target.GetComponent <BurnableObject>();

        if (hsc != null)
        {
            hsc.OnFire();
        }
    }