diff --git a/Assets/Scenes/Level_02.unity b/Assets/Scenes/Level_02.unity
index 8577041066bac673885f977bad77524e4d6d0045..a93f3934e5fb26047e8968c296c0117ff33db48b 100644
--- a/Assets/Scenes/Level_02.unity
+++ b/Assets/Scenes/Level_02.unity
@@ -525,7 +525,7 @@ SphereCollider:
   m_IsTrigger: 1
   m_Enabled: 1
   serializedVersion: 2
-  m_Radius: 0.8
+  m_Radius: 0.5
   m_Center: {x: 0, y: 0, z: 0}
 --- !u!1 &36326047
 GameObject:
@@ -1281,7 +1281,6 @@ MonoBehaviour:
   numOfTotalWaves: 7
   startWaves: 1
   waveText: {fileID: 83661862}
-  currentWaves: 0
   factory: {fileID: 180263585}
 --- !u!4 &240257950
 Transform:
diff --git a/Assets/Scripts/Enemy/SkeletonShooting.cs b/Assets/Scripts/Enemy/SkeletonShooting.cs
index 682d821a7cf825ddb054a903c9bd40cf5d4830ce..e4662eef81b45fcb33584b24aea12a08a6fc9c2f 100644
--- a/Assets/Scripts/Enemy/SkeletonShooting.cs
+++ b/Assets/Scripts/Enemy/SkeletonShooting.cs
@@ -4,12 +4,14 @@ using UnityEngine;
 
 public class SkeletonShooting : MonoBehaviour
 {
-    Transform player;
+    // Transform player;
+    GameObject player;
     PlayerHealth playerHealth;
     public EnemyHealth enemyHealth;
     public int damagePerShot = 20;
     public float timeBetweenBullets = 3f;
     public float range = 100f;
+    public float shootingRange = 20f;
 
     float timer;
     Ray shootRay = new Ray();   //*
@@ -28,7 +30,7 @@ public class SkeletonShooting : MonoBehaviour
         gunLine = GetComponent<LineRenderer>();
         gunAudio = GetComponent<AudioSource>();
         gunLight = GetComponent<Light>();
-        player = GameObject.FindGameObjectWithTag("Player").transform;
+        player = GameObject.FindGameObjectWithTag("Player");
         playerHealth = player.GetComponent<PlayerHealth>();
     }
 
@@ -40,12 +42,23 @@ public class SkeletonShooting : MonoBehaviour
         {
             DisableEffects();
         }
-        if(timer >= timeBetweenBullets && Time.timeScale != 0 && enemyHealth.currentHealth >0 && playerHealth.currentHealth >0)
+        if(PlayerInRange() && timer >= timeBetweenBullets && Time.timeScale != 0 && enemyHealth.currentHealth >0 && playerHealth.currentHealth >0)
         {
             Shoot();
         }
     }
 
+    bool PlayerInRange()
+    {
+        float distance = Vector3.Distance(transform.position, player.transform.position);
+        if (distance <= shootingRange){
+            return true;
+        } else {
+            return false;
+        }
+        
+    }
+
     public void DisableEffects()
     {
         gunLine.enabled = false;