public void Select()
 {
     _effectsManager.PlayAudioClip(0);
     _opponentsCreatorScript.EnemyActions.Config(_aimTime, _reaction, _skill, _bounty, _headSprite, _torsoSprite, _legsSprite, _headColor, _torsoColor, _legsColor, _arm, _bullets);
     _opponentsCreatorScript.gameObject.SetActive(false);
     _opponentsCreatorScript.GameController.StartNewRound();
 }
 void Shoot()
 {
     Debug.Log("Shoot");
     if (Bullets > 0)
     {
         _effectsManager.PlayAudioClip(1);
         GameObject  b  = Instantiate(BulletPrefab, _bulletExit.position, Quaternion.identity);
         Rigidbody2D rb = b.GetComponent <Rigidbody2D>();
         rb.velocity = _bulletExit.right * BulletForce;
         _bullets.Add(b);
         Bullets--;
     }
     else
     {
         _effectsManager.PlayAudioClip(3);
         _doRay = false;
     }
 }
 void Shoot()
 {
     if (_playerStatesScript.Bullets > 0)
     {
         _effectsManager.PlayAudioClip(1);
         GameObject  b  = Instantiate(BulletPrefab, _bulletExit.position, Quaternion.identity);
         Rigidbody2D rb = b.GetComponent <Rigidbody2D>();
         rb.velocity = _bulletExit.transform.right * BulletForce;
         _playerStatesScript.ModifyBullets(-1);
         _bullets.Add(b);
         //_armPivot.DOPause();
         Invoke("ActivateEnemy", 0.5f);
     }
     else
     {
         _effectsManager.PlayAudioClip(3);
         if (GameController.EnemyActions.Bullets <= 0)
         {
             GameController.RoundOver(true, true);
         }
         //click sound
         //Game Over?
     }
 }