public void FireGun(int wId, float range, int dmg) { //Debug.Log("FireGun: " ); weaponToUse = wId; //Debug.Log("EnemiesPresentCheck: " + playerBrain.levelManager.EnemiesPresentCheck()); damage = dmg; targ3D = FiringSolution(); tard2D = new Vector2(targ3D.position.x, targ3D.position.y); if (!targ3D.GetComponent <EnemyMultiBrain>().IsSneekingCheck()) { if (Vector2.Distance(playerBrain.transform.position, tard2D) <= range) { if (EverythingLoader.Instance.WeaponInfos[weaponToUse].pattern == "cone") { Debug.Log("FireCone: "); FireCone(dmg, range); return; } var projectile = playerProjectile.MakeInstance(bulletBox.gameObject); projectile.Init(weaponToUse); Physics2D.IgnoreCollision(projectile.GetComponent <CapsuleCollider2D>(), motor.playerCollider); if (EverythingLoader.Instance.WeaponInfos[weaponToUse].add_pattern == "crossed") { projectile.Setting(damage, range, playerBrain, FireCross); } else { projectile.Setting(damage, range, playerBrain); } projectile.transform.position = gunEnd.transform.position; projectile.SetTarget(tard2D); //motor.SetLook(projectile.GetAngle()); } } //tard2D = new Vector2(0f, 0f); playerBrain.isShooting = false; }