void StartBeam() { isDamaging = false; beamPoints.Clear(); objectsHit = new List <GameObject>(); beamDistances = new List <float>(); ShootBeam(beamStart.position, beamStart.up, currentMaxDistance, 0); if (isDamaging) { AudioFW.AdjustPitch("Laser", 2.5f); if (objectsHit[objectsHit.Count - 1].GetComponent <Destructible>() != null) { if (objectsHit[objectsHit.Count - 1].GetComponent <Destructible>().isFriendly) { AudioFW.PlayLoop("Screamer"); } } } else { AudioFW.AdjustPitch("Laser", 0.5f); AudioFW.StopLoop("Screamer"); } }