public void Shoot()
        {
            //var direction = (m_Camera.ScreenToWorldPoint(UnityEngine.Input.mousePosition).OnlyXY() -
            //            m_CurrentWeapon.muzzle.position.OnlyXY()).normalized;
            var direction = (m_CurrentWeapon.muzzle.rotation * Vector2.right).OnlyXY().normalized;

            if (m_CurrentWeapon.CanShoot())
            {
                _shootComponent.Shoot(direction);
            }
        }