void Laser() { if (targetEnemy.health > 0) { targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); } if (!targetEnemy.isBoss) { targetEnemy.Slow(slowAmount); } if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.SetActive(true); } lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); Vector3 dir = firePoint.position - target.position; impactEffect.transform.position = target.position + dir.normalized / 10; }
void Damage(Transform enemy) { TD_SBF_Enemy e = enemy.GetComponent <TD_SBF_Enemy>(); if (e) { e.TakeDamage(damage); } }