void Attack() { timer = 0f; if (playerHealth.currentHealth > 0) { playerHealth.TakeDamage(attackDamage); } }
void Shoot() { timer = 0f; ShootRay.origin = transform.position; ShootRay.direction = transform.forward; if (Physics.Raycast(ShootRay, out shootHit, Range, ShootableMask)) { SoldierHealth soldierHealth = shootHit.collider.GetComponent <SoldierHealth>(); if (soldierHealth != null) { soldierHealth.TakeDamage(damagePerShot, shootHit.point); } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, ShootRay.origin + ShootRay.direction * Range); } }