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Im using raycast system for shooting but cant figure out how to add blood partical to an enemy collider

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{void Shoot() { Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y); Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y); RaycastHit2D hit = Physics2D.Raycast(firePointPosition, mousePosition - firePointPosition, 100, whatToHit); // this.gameObject.transform.Find("adaminkolu").gameObject.SetActive(true); //bu adamin kolunu kaldirmak icin script // gameObject.GetComponentInChildren().enabled = true; spriteRenderers[0].enabled = true; //bu dogru kod sadece child taki sprite enable icin. Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100, Color.cyan); if (hit.collider != null) { Debug.DrawLine(firePointPosition, hit.point, Color.red); Enemy enemy = hit.collider.GetComponent(); if (enemy != null) { enemy.DamageEnemy(Damage); Debug.Log("We hit " + hit.collider.name + " and did " + Damage + " damage."); } } if (Time.time >= timeToSpawnEffect) { Vector3 hitPos; Vector3 hitNormal; if (hit.collider == null) { hitPos = (mousePosition - firePointPosition) * 30; hitNormal = new Vector3(9999, 9999, 9999); } else { hitPos = hit.point; hitNormal = hit.normal; } Effect(hitPos, hitNormal); timeToSpawnEffect = Time.time + 1 / effectSpawnRate; } } void Effect(Vector3 hitPos, Vector3 hitNormal) { Transform trail = Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation) as Transform; LineRenderer lr = trail.GetComponent(); if (lr != null) { lr.SetPosition(0, firePoint.position); lr.SetPosition(1, hitPos); } Destroy(trail.gameObject, 0.04f); if (hitNormal != new Vector3(9999, 9999, 9999)) { Transform hitParticle = Instantiate(HitPrefab, hitPos, Quaternion.FromToRotation(Vector3.forward, hitNormal)) as Transform; Destroy(hitParticle.gameObject, 1f); if (GameObject.FindWithTag("Enemy")) { Debug.Log("We hit Enemy"); } } Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform; clone.parent = firePoint; float size = Random.Range(0.6f, 0.9f); clone.localScale = new Vector3(size, size, size); Destroy(clone.gameObject, 0.02f); //Shake the camera camShake.Shake(camShakeAmt, camShakeLength); }] i want to add this code an when raycast hits enemy Instantiate a bloodprefab. Any ideas.

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