public override void DoDamage(Tower t, int center, int damage, Tower self, int firingSec)
 {
     if(center >= 0 && center < t.GetSections().Count) {
         int impact = (int)(damage * initialDamage[upgradeLevel]);
         int dot = (int)(damage * dotDamage[upgradeLevel]);
         CombatLog.addLine("Hit section " + (center+1) + " for " + impact + " damage.");
         CombatLog.addLine("Gave section " + (center+1) + " a " + dot + " damage burn.");
         t.DamageSection(center, impact);
         t.ApplyDot(center, dot);
     } else if(center < 0) {
         CombatLog.addLine("Attack was too low");
         CombatLog.addLine("Fill the aim bar more.");
     } else if(center >= t.GetSections().Count) {
         CombatLog.addLine("Attack was too high");
         CombatLog.addLine("Lower the aim bar.");
     }
 }