private void ShootingTarget() { if (playerInput.isShooting && Time.time >= nextTimeToFire) { nextTimeToFire = Time.time + 1f / fireRate; RaycastHit target; if (Physics.Raycast(vision.position, vision.forward, out target, Mathf.Infinity)) { GameObject item = target.collider.gameObject; if (item.tag == "Enemy") { IKillable enemy = item.GetComponent <IKillable>(); enemy.decreaseHealth(10 * ((GameManager.instance.level / 10) + 1)); } } audioSource.clip = gunShootingClip; audioSource.Play(); GetComponent <PlayerVision>().RotateRecoil(gunRecoil); } }