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How to make my gun shoot down [C#]

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So, I have my gun and it can shoot up and and forward, but not down. Its a 3rd person shooter, and the shooting system is click and fire where the courser is. Can someone help me out? using UnityEngine; using System.Collections; public class Shoot : MonoBehaviour { [Range (0, 50)] public int Change_Despawn_Bullet; [Range(0, 50)] public int Bullet_Forward_Force; [Range(0, 50)] public int WaitTimeRelaod; [Range(0, 100)] public int ClipSize_Number = 12; [Range(0, 100)] public int AmmoSize_Number = 36; public Transform playerTransform; public float offset = 90; private GameObject tempGameObject; public GameObject Bullet; public GameObject Bullet_Spawner; private Damage_Heal ammo_clip; private void Start() { ammo_clip = GetComponent(); tempGameObject = new GameObject(); ammo_clip.UpdateAmmo_ClipBar(); ammo_clip.AmmoSize = AmmoSize_Number; ammo_clip.ClipSize = ClipSize_Number; if (playerTransform == null) { playerTransform = GameObject.FindWithTag("Player").transform; } } public void Update() { ammo_clip.UpdateAmmo_ClipBar(); if (Input.GetKeyDown("r")) { StartCoroutine("Reload_Animation"); } RaycastHit hit = new RaycastHit(); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if ((Physics.Raycast(ray, out hit)) && (Bullet_Spawner != null) && (Bullet != null) && (ammo_clip != null) && (ammo_clip.ClipSize > 0) && (Input.GetButtonDown("Fire1"))) { Gun_Controll(hit); } } IEnumerator Reload_Animation() { while ((ammo_clip != null) && ammo_clip.ClipSize >= 0 && ammo_clip.ClipSize < 12 && ammo_clip.AmmoSize > 0) { yield return new WaitForSeconds(WaitTimeRelaod); ammo_clip.AmmoSize -= 1; ammo_clip.ClipSize += 1; ammo_clip.UpdateAmmo_ClipBar(); } } public void Gun_Controll(RaycastHit hit) { tempGameObject.transform.LookAt(hit.point); GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Spawner.transform.position, Bullet_Spawner.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90); Rigidbody Temporary_RigidBody; Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent(); Temporary_RigidBody.AddForce(tempGameObject.transform.forward * Bullet_Forward_Force * 100); tempGameObject.transform.LookAt(hit.point); Destroy(Temporary_Bullet_Handler, Change_Despawn_Bullet); ammo_clip.ClipSize -= 1; ammo_clip.UpdateAmmo_ClipBar(); } }

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