IEnumerator DamageAfterDelay(float damageDelay) { yield return(new WaitForSecondsRealtime(damageDelay)); target.GetComponent <HealthSystem>().TakeDamage(CalculateDamage()); AudioSource audioSource = GetComponent <AudioSource>(); AudioClip weaponSound = currentWeaponConfig.GetRandomWeaponSound(); audioSource.PlayOneShot(weaponSound); }