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); } }