public void Shoot(Vector3 GunPoint, Quaternion PointerRotation) { if (CanShoot && AS.CheckCanShootPrimary()) { SPS.PlayBoomerang(); AS.ConsumePrimaryAmmoNoReload(); GameObject TmpBullet = OPProjectile.FetchObject(); //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject; TmpBullet.transform.rotation = PointerRotation; TmpBullet.transform.position = GunPoint; TmpBullet.SetActive(true); TmpBullet.GetComponent <ProjectileScript>().setPlayerReturn(transform); Component[] TrailArray; TrailArray = TmpBullet.GetComponentsInChildren <TrailRenderer> (); foreach (TrailRenderer Current in TrailArray) { Material TColor = Current.material; TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum())); } TmpBullet.layer = 17 + PCS.GetPlayerNum(); TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum()); TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber); BulletNumber++; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.r += .2f; CtoChange.g += .2f; CtoChange.b += .2f; TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange; CanShoot = false; ShotTimer = 0; } }