IEnumerator Shoot()
{
RaycastHit2D hitReg = Physics2D.Raycast(firepoint.position, firepoint.up);
if (hitReg)
{
Player_Health health = hitReg.transform.GetComponent <Player_Health>();
if (health != null)
{
health.TakeDamage(damage);
}
line.SetPosition(0, firepoint.position);
line.SetPosition(1, hitReg.point);
}
else
{
line.SetPosition(0, firepoint.position);
line.SetPosition(1, firepoint.position + firepoint.up * 100);
}
line.enabled = true;
yield return(new WaitForSeconds(0.02f));
line.enabled = false;
}