protected override void OnBulletSpawn()
 {
     Alpha          = 1.0f;
     DamageActive   = true;
     IsDeactivating = false;
     FadeOutSequence.ResetSelf();
 }
        protected sealed override void OnPlayerBulletFrameRun(float deltaTime, float realDeltaTime)
        {
            if (!IsDeactivating)
            {
                if (TargetEnemy.IsActive)
                {
                    TargetPosition = TargetEnemy.Target.transform.position;
                }

                OnSmiteBulletFrameRun(realDeltaTime);
            }
            else
            {
                FadeOutSequence.RunFrame(realDeltaTime);
            }
        }