void Damage(Transform enemy) { enemy e = enemy.GetComponent <enemy> (); if (e != null) { e.takedamage(damage); } }
void Laser() { targetenemy.takedamage(DamageOverTime * Time.deltaTime); targetenemy.Slow(Slowpct); if (!linerenderer.enabled) { linerenderer.enabled = true; impacteffect.Play(); impact.enabled = true; } linerenderer.SetPosition(0, firepoint.position); linerenderer.SetPosition(1, target.position); Vector3 dir = firepoint.position - target.position; impacteffect.transform.position = target.position + dir.normalized; impacteffect.transform.rotation = Quaternion.LookRotation(dir); }