void Shoot() { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { // only occurs if we hit something with raycast. Debug.Log(hit.transform.name); EndScript targetBoss = hit.transform.GetComponent <EndScript> (); if (targetBoss != null) // if the target is the target that i was loooking for { targetBoss.BossTakeDamage(damage); // since TakeDamage is public, we could use it off of this file } Target1 target = hit.transform.GetComponent <Target1> (); if (target != null) // if the target is the target that i was loooking for { target.TakeDamage(damage); // since TakeDamage is public, we could use it off of this file } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * impactForce); } GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 2f); } }
void Shoot() { muzzleflash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, Range)) { Debug.Log(hit.transform.name); Target target = hit.transform.GetComponent <Target>(); if (target != null) { target.TakeDamage(Damage); } Target1 target1 = hit.transform.GetComponent <Target1>(); if (target1 != null) { target1.TakeDamage(Damage); } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * inpactforce); } GameObject inpactGO = Instantiate(inpactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(inpactGO, 2f); } }