//fire cannon
    void fireCannon(Vector3 target, GameObject pod)
    {
        GameObject cannonShot = Instantiate(cannon) as GameObject;                     //spawn new blaster

        currentCannonScript           = cannonShot.GetComponent <CannonShotsScript>(); //get cannon script
        cannonShot.transform.position = pod.transform.position;                        //set position to pod position

        currentCannonScript.onFire(target, this.transform.root.gameObject);            //fire shot

        selectedCannonPod += 1;                                                        //select next pod
        if (selectedCannonPod >= cannonPods.Length)                                    //on overflow reset to firt pod
        {
            selectedCannonPod = 0;
        }
    }
    //firing cannon
    void fireCannon(GameObject pod)
    {
        GameObject cannonShot = Instantiate(cannon) as GameObject;                                  //create cannon shot

        currentCannonScript           = cannonShot.GetComponent <CannonShotsScript>();              //get cannon script
        cannonShot.transform.position = pod.transform.position;                                     //set position to pod position

        currentCannonScript.onFire(crossHair.transform.position, this.transform.root.gameObject);   //fire shot

        selectedCannonPod += 1;                                                                     //select next pod
        if (selectedCannonPod >= cannonPods.Length)                                                 //on overflow reset to first pod
        {
            selectedCannonPod = 0;
        }
    }