public void Shoot() { timer = 0f; gunAudio.Play(); gunLight.enabled = true; gunParticles.Stop(); gunParticles.Play(); gunLine.enabled = true; gunLine.SetPosition(0, transform.position); shootRay.origin = transform.position; shootRay.direction = transform.forward; // ray currently shoots straight down if (Physics.Raycast(shootRay, out shootHit, range)) { /* EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); * if(enemyHealth != null){ * enemyHealth.TakeDamage (damagePerShot, shootHit.point); * } */ if (shootHit.transform.gameObject.tag == "Enemy") { Debug.Log(shootHit.transform.gameObject.name + " has been hit"); //Destroy(shootHit.transform.gameObject); //Instantiate(explosion, transform.position, transform.rotation); Explode explosion = shootHit.transform.gameObject.GetComponent <Explode>(); explosion.Expode(); } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }