protected override void ReadyEnter()
 {
     base.ReadyEnter();
     m_Power  = 0;
     m_PrePos = Vector2.zero;
     transform.localPosition = Vector3.zero;
     transform.SetParent(null);
     MissilePath.ShowOrHidePath(false);
 }
 protected override void ShootEnter()
 {
     base.ShootEnter();
     m_TrailRenderer.enabled = true;
     MissilePath.ShowOrHideReference(false);
     MissilePath.ShowOrHidePath(false);
     m_TrajectoryTimer  = 0;
     m_PathTimer        = 0;
     m_Rigi.constraints = RigidbodyConstraints2D.FreezeRotation;
     m_Rigi.velocity    = new Vector2(m_VerticalVelocity, m_VerticalEndVelocity);
     IsTrajectory       = true;
     if (OnShoot != null)
     {
         OnShoot();
     }
 }