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Question by MrGarion · Jan 03, 2014 at 12:25 PM · raycastparticleshit

different particle on enemy second hit

so, i have an enemy which can be hit 2 times. The first time i hit him, a prefab (Particle) will start. The second time, when he dies, i want prefab 2 to start. The thing is, i really cant figure out how to get it to work. Should i make a counter of some sort? but would not that count all the enemys which i hit?

here is my script:

 using UnityEngine;
 using System.Collections;
 
 public class shootGun : MonoBehaviour {
 
     public AudioClip aShoot;
     public float timer;
     public float shootDelay;
 
     public GameObject bulletHole;
     public GameObject bulletHit1;
     public GameObject bulletHit2;
 
     // Use this for initialization
     void Start () {
 
         timer = 0f;
 
     }
     
     // Update is called once per frame
     void Update () {
 
         if (timer < 0.1f){
     
             if (Input.GetButtonDown("Fire1")){
                 Shoot();
                 audio.PlayOneShot(aShoot);
                 timer += 0.5f;
             }
         }
 
         timer -= Time.deltaTime * 1f;
         if (timer == 0 || timer < 0){
 
             timer = 0f;
 
         }
 
     }
 
     void Shoot () {
 
 
 
         RaycastHit hit;
 
         if (Physics.Raycast (transform.position, transform.forward, out hit)){
 
             Quaternion rot = Quaternion.FromToRotation (Vector3.up, hit.point);
 
             if (hit.transform.tag == "enemiesPre"){
 
                 hit.transform.SendMessage("ApplyDamage", 50, SendMessageOptions.DontRequireReceiver);
 
                 // First Hit: Instantiate (bulletHit1, hit.point, rot);
                 // if Enemy dies (2nd Hit): Instantiate (bulletHit2, hit.point, rot);
 
             } else {
 
 
                 Instantiate (bulletHole, hit.point, rot);
 
             }
 
         } 
 
     }
 }
 

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