why isn't my enemy shooting at me

I am making a fps and my enemy isn’t shooting at me. all variables are assigned, they just walk up to me and stand there. is there any reason the player doesn’t receive the raycast? I can shoot them just fine here are scripts.

enemy

using UnityEngine;
using UnityEngine.AI;

[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Rigidbody))]

public class SC_NPCEnemy : MonoBehaviour, IEntity
{
public float attackDistance = 3f;
public float movementSpeed = 4f;
public float npcHP = 100;
//How much damage will npc deal to the player
public float npcDamage = 5;
public float attackRate = 0.5f;
public Transform firePoint;
public GameObject npcDeadPrefab;

 [HideInInspector]
 public Transform playerTransform;
 [HideInInspector]
 public SC_EnemySpawner es;
 NavMeshAgent agent;
 float nextAttackTime = 0;
 Rigidbody r;

 // Start is called before the first frame update
 void Start()
 {
     agent = GetComponent<NavMeshAgent>();
     agent.stoppingDistance = attackDistance;
     agent.speed = movementSpeed;
     r = GetComponent<Rigidbody>();
     r.useGravity = false;
     r.isKinematic = true;
 }

 // Update is called once per frame
 void Update()
 {
     if (agent.remainingDistance - attackDistance < 0.01f)
     {
         if (Time.time > nextAttackTime)
         {
             nextAttackTime = Time.time + attackRate;

             //Attack
             RaycastHit hit;
             if (Physics.Raycast(firePoint.position, firePoint.forward, out hit, attackDistance))
             {
                 if (hit.transform.CompareTag("Player"))
                 {
                     Debug.DrawLine(firePoint.position, firePoint.position + firePoint.forward * attackDistance, Color.cyan);

                     IEntity player = hit.transform.GetComponent<IEntity>();
                     player.ApplyDamage(npcDamage);
                 }
             }
         }
     }
     //Move towardst he player
     agent.destination = playerTransform.position;
     //Always look at player
     transform.LookAt(new Vector3(playerTransform.transform.position.x, transform.position.y, playerTransform.position.z));
     //Gradually reduce rigidbody velocity if the force was applied by the bullet
     r.velocity *= 0.99f;
 }

 public void ApplyDamage(float points)
 {
     npcHP -= points;
     if (npcHP <= 0)
     {
         //Destroy the NPC
         GameObject npcDead = Instantiate(npcDeadPrefab, transform.position, transform.rotation);
         //Slightly bounce the npc dead prefab up
         npcDead.GetComponent<Rigidbody>().velocity = (-(playerTransform.position - transform.position).normalized * 8) + new Vector3(0, 5, 0);
         Destroy(npcDead, 10);
         es.EnemyEliminated(this);
         Destroy(gameObject);
     }
 }

}
player health, (called damage reciever)

using UnityEngine;

public class SC_DamageReceiver : MonoBehaviour, IEntity
{
//This script will keep track of player HP
public float playerHP = 100;
public SC_CharacterController playerController;
public SC_WeaponManager weaponManager;

 public void ApplyDamage(float points)
 {
     playerHP -= points;

     if (playerHP <= 0)
     {
         //Player is dead
         playerController.canMove = false;
         playerHP = 0;
     }
 }

}

and their spawner, which links up to alot of everything.

using UnityEngine;
using UnityEngine.SceneManagement;

public class SC_EnemySpawner : MonoBehaviour
{
public GameObject enemyPrefab;
public SC_DamageReceiver player;
public Texture crosshairTexture;
public float spawnInterval = 2; //Spawn new enemy each n seconds
public int enemiesPerWave = 5; //How many enemies per wave
public Transform spawnPoints;

 float nextSpawnTime = 0;
 int waveNumber = 1;
 bool waitingForWave = true;
 float newWaveTimer = 0;
 int enemiesToEliminate;
 //How many enemies we already eliminated in the current wave
 int enemiesEliminated = 0;
 int totalEnemiesSpawned = 0;

 // Start is called before the first frame update
 void Start()
 {
     //Lock cursor
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;

     //Wait 10 seconds for new wave to start
     newWaveTimer = 2;
     waitingForWave = true;
 }

 // Update is called once per frame
 void Update()
 {
     if (waitingForWave)
     {
         if (newWaveTimer >= 0)
         {
             newWaveTimer -= Time.deltaTime;
         }
         else
         {
             //Initialize new wave
             enemiesToEliminate = waveNumber * enemiesPerWave;
             enemiesEliminated = 0;
             totalEnemiesSpawned = 0;
             waitingForWave = false;
         }
     }
     else
     {
         if (Time.time > nextSpawnTime)
         {
             nextSpawnTime = Time.time + spawnInterval;

             //Spawn enemy 
             if (totalEnemiesSpawned < enemiesToEliminate)
             {
                 Transform randomPoint = spawnPoints[Random.Range(0, spawnPoints.Length - 1)];

                 GameObject enemy = Instantiate(enemyPrefab, randomPoint.position, Quaternion.identity);
                 SC_NPCEnemy npc = enemy.GetComponent<SC_NPCEnemy>();
                 npc.playerTransform = player.transform;
                 npc.es = this;
                 totalEnemiesSpawned++;
             }
         }
     }

     if (player.playerHP <= 0)
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             Scene scene = SceneManager.GetActiveScene();
             SceneManager.LoadScene(scene.name);
         }
     }
 }

 void OnGUI()
 {
     GUI.Box(new Rect(10, Screen.height - 35, 100, 25), ((int)player.playerHP).ToString() + " HP");


     if (player.playerHP <= 0)
     {
         GUI.Box(new Rect(Screen.width / 2 - 75, Screen.height / 2 - 20, 150, 40), "Game Over

Press ‘Space’ to Restart");
}
else
{
GUI.DrawTexture(new Rect(Screen.width / 2 - 3, Screen.height / 2 - 3, 6, 6), crosshairTexture);
}

     GUI.Box(new Rect(Screen.width / 2 - 50, 10, 100, 25), (enemiesToEliminate - enemiesEliminated).ToString());

     if (waitingForWave)
     {
         GUI.Box(new Rect(Screen.width / 2 - 125, Screen.height / 4 - 12, 250, 25), "Waiting for Wave " + waveNumber.ToString() + ". " + ((int)newWaveTimer).ToString() + " seconds left...");
     }
 }

 private void NewMethod()
 {
     GUI.Box(new Rect(Screen.width / 2 - 35, Screen.height - 35, 70, 25), player.weaponManager.selectedWeapon.bulletsPerMagazine.ToString());
 }

 public void EnemyEliminated(SC_NPCEnemy enemy)
 {
     enemiesEliminated++;

     if (enemiesToEliminate - enemiesEliminated <= 0)
     {
         //Start next wave
         newWaveTimer = 2;
         waitingForWave = true;
         waveNumber++;
     }
 }

}

I solved it, turns out I only needed to put player tag on player object.