IEnumerator DamageAfterDelay(float damageDelay)
        {
            yield return(new WaitForSecondsRealtime(damageDelay));

            target.GetComponent <HealthSystem>().TakeDamage(CalculateDamage());
            AudioSource audioSource = GetComponent <AudioSource>();
            AudioClip   weaponSound = currentWeaponConfig.GetRandomWeaponSound();

            audioSource.PlayOneShot(weaponSound);
        }