void shootProjectile()
    {
        if (Input.GetKeyDown(actionBtn) && currentProjectileCount < 3)
        {
            //play shooting sound
            float vol = Random.Range(volLowRange, volHighRange);
            audioSource.PlayOneShot(shootSound, vol);

            //find which projectile to shoot
            switch (currentProjectile)
            {
            case "explosive":
                ExplosiveProjectileController epc = explosiveProjectileFab.GetComponent <ExplosiveProjectileController>();
                epc.init(isFacingRight, gameObject.tag);
                Instantiate(explosiveProjectileFab, myTransform.position, Quaternion.identity);
                break;

            case "multi":
                ProjectileController mpc = multiProjectileFab.GetComponent <ProjectileController>();
                mpc.init(isFacingRight, gameObject.tag);
                Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity);
                break;

            default:
                ProjectileController pc = defaultProjectileFab.GetComponent <ProjectileController>();
                pc.init(isFacingRight, gameObject.tag);
                Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity);
                break;
            }
        }
    }
    void shootProjectile()
    {
        //Super quick hack for those without numpads to shoot player2
        KeyCode secondaryActBtn = KeyCode.Asterisk;

        if (actionBtn == KeyCode.Keypad0)
        {
            secondaryActBtn = KeyCode.Slash;
        }

        //SHOOT
        if ((Input.GetKeyDown(actionBtn) || Input.GetKeyDown(secondaryActBtn)) && currentProjectileCount < 3)
        {
            //find which projectile to shoot
            switch (currentProjectile)
            {
            case "explosive":
                ExplosiveProjectileController epc = explosiveProjectileFab.GetComponent <ExplosiveProjectileController>();
                epc.init(isFacingRight, gameObject.tag);
                Instantiate(explosiveProjectileFab, myTransform.position, Quaternion.identity);
                break;

            case "multi":
                ProjectileController mpc = multiProjectileFab.GetComponent <ProjectileController>();
                mpc.init(isFacingRight, gameObject.tag);
                Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity);
                break;

            default:
                ProjectileController pc = defaultProjectileFab.GetComponent <ProjectileController>();
                pc.init(isFacingRight, gameObject.tag);
                Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity);
                break;
            }
        }
    }