private void Update() { if (health > maxHealth) { health = maxHealth; } // Healthbar healthBar.transform.forward = Vector3.up; //healthBar.transform.position = transform.position + Vector3.forward; healthBar.localScale = new Vector3(((health * 100) / maxHealth) * 0.005f, 0.2f, 1); Collider[] hitColliders = Physics.OverlapSphere(transform.position, range); for (int i = 0; i < hitColliders.Length; i++) { GameObject temp = hitColliders[i].gameObject; //if (temp.tag == "Player" && temp.GetComponent<NetworkedPlayerScript>().netId != netId && temp.GetComponent<NetworkedPlayerScript>().isAI) if (temp.tag == "Player") { target = temp.GetComponent <NetworkedPlayerScript>(); } } if (target && Vector3.Distance(shootingPosition.position, target.transform.position) < range) { target.RpcResolveHit(0.5f); lineRenderer.enabled = true; light.enabled = true; lineRenderer.SetPosition(1, target.transform.position); } else { lineRenderer.enabled = false; light.enabled = false; target = null; } }