public override void Cast() { // TODO: Improve fireball's fiery effect and turn off the sphere mesh again Vector3 forward = transform.TransformDirection(Vector3.forward); if (fireball != null) { GameObject instBullet = ObjectUtils.GetOrInstantiate(fireball, transform.position, transform.rotation); Rigidbody instBulletRigidBody = instBullet.GetComponent <Rigidbody>(); instBulletRigidBody.AddForce(forward * speed); if (instBullet.tag == "BulletEnemy") { ObjectUtils.AddShotCount(); } } }