//override public void ConfigureBullet(BaseBullet m_bullet)
 //{
 //    m_RateOfFire = 0.3f;
 //    m_bullet.ChangeScale (0.2f);
 //    m_bullet.b_bulletSpeed = 5.0f;
 //}
 public override void FireBullets(int p_sides, float p_PlayerRot, Vector3 FiringPos, BaseBulletPool p_bulletPool)
 {
     //TimMethodOfFiring ( p_sides, p_PlayerRot, FiringPos, p_bulletPool);
 }
 //public PlayerBulletPool m_bulletPool;
 //    public float RateOfFire {
 //        get {
 //            return m_RateOfFire;
 //        }
 //    }
 //protected void TimMethodOfFiring (int p_sides, float p_PlayerRot, Vector3 FiringPos, BaseBulletPool m_bulletPool)
 //{
 //    //calculate the incremental angle from the number of sides given
 //    float increment = 360 / p_sides;
 //    //this loop will only fire for every side
 //    for (int i = 0; i < 360; i += (int)increment) {
 //        float iAngle = i;
 //        GameObject BulletGameObject = m_bulletPool.GetBullet (true);
 //        if (BulletGameObject != null) {
 //            //set position to this object then, get component to set its position to this objects position
 //            BulletGameObject.transform.position = FiringPos;
 //            DefaultBullet b = BulletGameObject.GetComponent<DefaultBullet> ();
 //            b.b_bulletPos = FiringPos;
 //            ConfigureBullet (b);
 //            //add the players angle as well as the angle calculated
 //            iAngle += p_PlayerRot;
 //            if (iAngle > 360) {
 //                iAngle -= 360;
 //            }
 //            float radAngle = iAngle * (Mathf.PI / 180);
 //            b.b_direction = new Vector2 ((float)Mathf.Sin (radAngle), (float)Mathf.Cos (radAngle));
 //            b.b_direction.Normalize ();
 //        }
 //    }
 //}
 //public virtual void ConfigureBullet(BaseBullet m_bullet){}
 public virtual void FireBullets(int p_sides, float p_PlayerRot, Vector3 FiringPos, BaseBulletPool p_bulletPool)
 {
 }