void HandleFire()
{
fireTimer += Time.deltaTime;
if(fireTimer >= FireRate){
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
float distanceToP1 = (players[0].gameObject.transform.position - transform.position).magnitude;
float distanceToP2 = (players[1].gameObject.transform.position - transform.position).magnitude;
Transform target = (distanceToP1 <= distanceToP2) ? players[0].gameObject.transform : players[1].gameObject.transform;
if((target.position - transform.position).magnitude <= FireDistance){
Vector3 relative = target.position - transform.position;
float targetAngle = Mathf.Atan2(relative.y, relative.x) * Mathf.Rad2Deg;
Instantiate(Projectile, transform.position, Quaternion.Euler(0, 0, targetAngle));
fireTimer = 0.0f;
}
}
}