void Leaser() { _targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); _targetEnemy.Slow(slowPercentage); if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); Vector3 direction = firePoint.position - target.position; impactEffect.transform.position = target.position + direction.normalized; impactEffect.transform.rotation = Quaternion.LookRotation(direction); }