void Shoot() { if (!playerAmmo.HasAmmo()) { return; } playerAmmo.UseAmmo(); timer = 0f; gunAudio.Play(); gunLight.enabled = true; gunParticles.Stop(); gunParticles.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)) { EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> (); if (enemyHealth != null) { enemyHealth.TakeDamage(damagePerShot, shootHit.point); } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }