It checks if the laser is hitting any target and everything that you put inside the first braces will be executed if the laser is hitting, and everything inside the last braces will executed otherwise.
CollideSet numbers works as follows: A is 1, B is 2, C is 4, and so on... Any combination of them is just the unique sum of these powers of two, [A,B] is 3, [B,C] is 6, and so on
That was my problem: there is no "onLaserNotHit" function that is overridden by the "onLaserHit" one , but if you put the default case (_Hit = false) inside the update() it will work.