void Launch2()
    {
        //Tao projectile

        float xSpread = Random.Range(-1, 2);

        float             ySpread = Random.Range(-1, 1);
        Vector2           direction1;
        List <GameObject> projectileObject = new List <GameObject>();

        for (int i = 0; i < 10; i++)
        {
            GameObject newProjectileObject = Instantiate(projectilePrefab2, rigidbody2d.position + Vector2.left * 0f + Vector2.up * 0f, Quaternion.identity);

            projectileObject.Add(newProjectileObject);
            xSpread = Random.Range(-1, 2);
            ySpread = Random.Range(-1, 2);
            if (xSpread <= 0)
            {
                xSpread = Random.Range(-1.5f, -0.5f);
            }
            else if (xSpread > 0)
            {
                xSpread = Random.Range(0.5f, 1.5f);
            }
            if (ySpread <= 0)
            {
                ySpread = Random.Range(-1.5f, -0.5f);
            }
            else if (ySpread > 0 || (ySpread == 0 && xSpread == 0))
            {
                ySpread = Random.Range(0.5f, 1.5f);
            }

            Debug.Log("xSpread: " + xSpread + " ySpread: " + ySpread);

            direction1 = new Vector2(xSpread, ySpread);
            BossBullet projectile1 = newProjectileObject.GetComponent <BossBullet>();
            projectile1.SetDirection(direction1);
        }
        //animator.SetTrigger("Launch");
    }