void Laser()
{
if (targetEnemyBase != null)
{
targetEnemyBase.TakeDamage(damageOverTime * Time.deltaTime);
targetEnemyBase.Slow(slowPercent);
}
if (!lineRenderer.enabled)
{
lineRenderer.enabled = true;
impactEffect.Play();
impactLight.enabled = true;
}
lineRenderer.SetPosition(0, firePoint.position);
lineRenderer.SetPosition(1, target.transform.position);
Vector3 dir = firePoint.position - target.transform.position;
impactEffect.transform.position = target.transform.position + dir.normalized;
impactEffect.transform.rotation = Quaternion.LookRotation(dir);
}