IEnumerator Fire()
    {
        canFire = false;

        yield return(new WaitForSeconds(fireRate));

        if (!target)
        {
            canFire = true;
            yield break;
        }

        this.GetComponent <AudioSource>().Play();
        GameObject newAmmo = GameObject.Instantiate(myAmmo);
        Ammo       nA      = newAmmo.GetComponent <Ammo>();

        newAmmo.transform.position = ammoOriginPoint.transform.position;
        newAmmo.transform.rotation = turretTopPart.transform.rotation;
        nA.SetSpeed(nA.GetSpeed() + extraAmmoSpeed);
        nA.SetDamage(nA.GetDamage() + (int)extraAmmoSpeed);

        canFire = true;
    }