public void ShootAmmo(float aimAngle)
    {
        GameObject spawnedAmmo = Instantiate(ammo);

        spawnedAmmo.transform.position = CustomFunctions.GetAmmoSpawnPos(playerController.gameObject);

        spawnedAmmo.transform.rotation = Quaternion.Euler(0, 0, aimAngle * Mathf.Rad2Deg);

        AmmoVelocity ammoVelocity = spawnedAmmo.GetComponent <AmmoVelocity>();

        ammoVelocity.direction = Vector2.right;
        ammoVelocity.speed     = GameManager.instance.GetPlayerWeapon(playerController.gameObject).ammoVelocity;

        DamageZone ammoDamage = spawnedAmmo.GetComponent <DamageZone>();

        ammoDamage.ignorePlayer             = playerController.gameObject;
        ammoDamage.playerThatShotThis       = playerController.gameObject;
        ammoDamage.damage                   = GameManager.instance.GetPlayerWeapon(playerController.gameObject).damage;
        ammoDamage.destroyOnWallCollision   = destroyAmmoOnWallCollision;
        ammoDamage.destroyOnPlayerCollision = true;
        CustomFunctions.SetTrailColor(spawnedAmmo.GetComponent <TrailRenderer>(), GameManager.instance.GetPlayerId(playerController.gameObject));
        Physics2D.IgnoreCollision(spawnedAmmo.GetComponent <Collider2D>(), playerController.GetComponent <Collider2D>());

        Destroy(spawnedAmmo, 10f);
    }