private void spawnProjectile()
    {
        PropProjectile propProjectile = UnityEngine.Object.Instantiate(ProjectilePrefab);

        CameraCullingMaskHelper.SetLayerRecursive(propProjectile.transform, "AllPlayerInteractibles");
        propProjectile.WorldStart        = prop.transform.position;
        propProjectile.WorldDestination  = prop.OnUseDestination;
        propProjectile.transform.forward = prop.PropUserRef.transform.forward;
        if (this.ProjectileInstanceCreated != null)
        {
            this.ProjectileInstanceCreated(propProjectile);
        }
    }
    public void Hit(PropProjectile prop, float damage = 100)
    {
        if (isDead)
            return;

        ApplyDamage(damage + Player.Inst.DamageBonus);

        // Stun coroutine
        StartCoroutine(Stun(1));
    }
 private void onProjectileInstanceCreated(PropProjectile propProjectile)
 {
     propProjectile.RevealSpawned         = true;
     propProjectile.SpawnedPropExperience = propSpawnOnUse.SpawnedInstance;
 }