using UnityEngine; using Unity.Netcode; public class Weapon : MonoBehaviour { [SerializeField] protected Camera _mainCam; [SerializeField] protected float _debugRayDistance = 5f; [SerializeField] protected float _debugRayDuration = 2f; [SerializeField] private float _range = 100f; [Header("Gameplay Variables")] public NetworkVariable Damage { get => _damage; set => _damage = value; } private NetworkVariable _damage = new NetworkVariable(); public void Shooting() { RaycastHit hit; if (Physics.Raycast(_mainCam.transform.position, _mainCam.transform.forward, out hit, _range)) { Debug.Log(hit.transform.name); Vector3 rayDir = _mainCam.transform.forward * _debugRayDistance; Debug.DrawRay(_mainCam.transform.position, rayDir, Color.yellow, _debugRayDuration, false); } } // Debug Shooting }