new void Awake()
 {
     base.Awake();
     shockwavePrefab       = Resources.Load <GameObject>("Prefabs/Shockwave");
     altCircleShotPrefab   = Resources.Load <AltCircleShot>("Prefabs/AltCircleShot");
     homingGroupShotPrefab = Resources.Load <HomingGroupShot>("Prefabs/HomingGroupShot");
 }
    public override void Detonate(AttackButtons attackToPerform)
    {
        switch (attackToPerform)
        {
        //Homing group shot
        case AttackButtons.A:
            HomingGroupShot homingGroupShot = Instantiate(homingGroupShotPrefab, transform.position, new Quaternion()) as HomingGroupShot;
            homingGroupShot.owningPlayer = owningPlayer;
            if (!GameManager.S.inGame)
            {
                homingGroupShot.target     = thisPlayer.otherPlayer.character.transform;
                homingGroupShot.thisPlayer = thisPlayer;
            }
            break;

        //AltCircleShot Shot
        case AttackButtons.B:
            AltCircleShot altCircleShot = Instantiate(altCircleShotPrefab, transform.position, new Quaternion()) as AltCircleShot;
            altCircleShot.owningPlayer = owningPlayer;
            if (!GameManager.S.inGame)
            {
                altCircleShot.thisPlayer = thisPlayer;
            }
            altCircleShot.FireBurst();
            break;

        //Dual lasers
        case AttackButtons.X:
            return;

        //Charge attack
        case AttackButtons.Y:
            return;

        default:
            Debug.LogError("Attack button " + attackToPerform.ToString() + " not handled in Bomb.Detonate()");
            break;
        }

        //Stop moving the bomb
        physics.velocity = Vector3.zero;

        if (GameManager.S.inGame)
        {
            SoundManager.instance.Play("BombExplode");
        }

        GameObject shockwave = Instantiate(shockwavePrefab, transform.position, new Quaternion()) as GameObject;

        Destroy(shockwave, 5f);
        Destroy(gameObject);
    }