public void RailGunEffect() { if (!playerHit.IsInvincible) { Vector3 origin = muzzle.position; Vector3 dest = boss.transform.forward; //playerCenter = player.GetComponent<BoxCollider>().bounds.center; //Vector3 dir = (playerCenter - muzzle.position).normalized; if (Physics.Raycast(origin, dest, out hit, 200f, 1 << 9 | 1 << 13, QueryTriggerInteraction.Ignore)) { StartCoroutine(RangeLine(origin, hit.point)); GameObject effect1 = ObjectPool.Instance.PopFromPool("RailBoom"); //GameObject effect2 = ObjectPool.Instance.PopFromPool("GatlingBoom"); effect1.transform.position = hit.point; //effect2.transform.position = hit.point; effect1.SetActive(true); //effect2.SetActive(true); if (hit.transform.CompareTag("Player")) { playerHUD.DecreaseHp(rangeDamage); playerHit.FrontBackCheck(player, boss); playerHit.GunHit(1); if (Flat.Instance.GetGround()) { playerHit.BeHitGun(); } else { playerHit.BeHitAir(); } } } else { StartCoroutine(RangeLine(origin, dest * 200f)); } } }