void Shoot() { timer = 0f; gunAudio.Play(); gunLine.enabled = true; gunLine.SetPosition(0, transform.position); shootRay.origin = transform.position; shootRay.direction = transform.forward; if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { NormalAgentGame NA = shootHit.collider.GetComponent <NormalAgentGame>(); if (NA != null) { NA.TakeDamageFromPlayer(damagePerShot, this); } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }