void ShotAndAim()
 {
     if (ShootField.Pressed == true)
     {
         WeaponHolder.Use();
         Look(ShootField, 0.25f);
     }
     if (ShootField.Pressed == false && WeaponHolder.ChosedWeapon.GetComponent <Gun>().EffectOfShooting != null)
     {
         WeaponHolder.ChosedWeapon.GetComponent <Gun>().EffectOfShooting.GetComponent <ParticleSystem>().Stop();
         WeaponHolder.ChosedWeapon.GetComponent <MachineGun>().WorkingParticleSystem = false;
         ShowMachineGunShooting(false);
     }
 }