public override void OnWeapon() { Debug.DrawRay(transform.position, transform.forward * 10f, Color.red); timer += Time.deltaTime; if (timer >= rate && Physics.SphereCast(transform.position, 1f, transform.forward, out RaycastHit hit) && isActive) { // GetComponentInParent<TowerAudio>()?.PlayWeaponSound(weaponSound); WeaponFired?.Invoke(this); timer = 0f; projectile pr = pool.GetNext(projectileSpawnPoint.position, rotTransform.rotation); projectile prj = pool.GetNext(projectileSpawnPoint2.position, rotTransform.rotation); //Instantiate(projectile, projectileSpawnPoint.position, rotTransform.rotation); //Instantiate(projectile, projectileSpawnPoint2.position, rotTransform.rotation); } }