public void Shooting() { if (SetTargetEnemy() != null && currentBullets > 0) { EnemyDamage target = SetTargetEnemy(); gun1.LookAt(target.transform); gun2.LookAt(target.transform); muzzle1.Emit(1); muzzle2.Emit(1); GetComponent <AudioSource>().PlayOneShot(gunShot, soundVolume * .2f); Instantiate(projectileParticle, target.transform.position, Quaternion.identity); currentBullets--; target.ProcessDamageRecivedFromDrones(); } if (currentBullets <= 0) { drone.state = DroneMovement.States.fallingOUT; } }