GameObject CreateLazerOfDirection(float angle, bool startingOn) { GameObject newLazer = Instantiate(this.LazerObject, this.transform.position, Quaternion.identity); newLazer.transform.Rotate(0, 0, angle); newLazer.transform.localScale = new Vector3(1, 10, 0); GameObject newLazerTrack = Instantiate(this.LazerTrackObject, this.transform.position, Quaternion.identity); newLazerTrack.transform.Rotate(0, 0, angle); newLazerTrack.transform.localScale = new Vector3(1, 10, 0); newLazer.SetActive(startingOn); sensorLazer lazerScript = newLazer.GetComponentInChildren <sensorLazer>(); lazerScript.direction = VectorHelper.AngleToDirectionEnum(angle); lazerScript.IsTriggered += this.ShootBulletDirection; lazersObjects.Add(newLazer); return(newLazer); }