private void ProccesRaycast() { RaycastHit hit; Vector2 withRecoilHit = UnityEngine.Random.insideUnitCircle * 2 * recoil; Vector3 fixedOrigin = new Vector3(FPCamera.transform.position.x + withRecoilHit.x, FPCamera.transform.position.y, FPCamera.transform.position.z + withRecoilHit.y); //Debug.Log(withRecoilHit.x + " " + withRecoilHit.y); if (Physics.Raycast(fixedOrigin, FPCamera.transform.forward, out hit, range)) { CreateHitImpact(hit); EnemyDamage target = hit.transform.GetComponent <EnemyDamage>(); if (target == null) { return; } target.ProcessDamageRecivedFromPlayer(); if (isExploding) { Instantiate(explosion, hit.transform.position, Quaternion.identity); } } else { return; } }