public void FireGun(int wId, float range, int dmg)
    {
        //Debug.Log("FireGun: " );
        weaponToUse = wId;


        //Debug.Log("EnemiesPresentCheck: " + playerBrain.levelManager.EnemiesPresentCheck());

        damage = dmg;
        targ3D = FiringSolution();
        tard2D = new Vector2(targ3D.position.x, targ3D.position.y);

        if (!targ3D.GetComponent <EnemyMultiBrain>().IsSneekingCheck())
        {
            if (Vector2.Distance(playerBrain.transform.position, tard2D) <= range)
            {
                if (EverythingLoader.Instance.WeaponInfos[weaponToUse].pattern == "cone")
                {
                    Debug.Log("FireCone: ");

                    FireCone(dmg, range);
                    return;
                }

                var projectile = playerProjectile.MakeInstance(bulletBox.gameObject);
                projectile.Init(weaponToUse);
                Physics2D.IgnoreCollision(projectile.GetComponent <CapsuleCollider2D>(), motor.playerCollider);



                if (EverythingLoader.Instance.WeaponInfos[weaponToUse].add_pattern == "crossed")
                {
                    projectile.Setting(damage, range, playerBrain, FireCross);
                }
                else
                {
                    projectile.Setting(damage, range, playerBrain);
                }

                projectile.transform.position = gunEnd.transform.position;
                projectile.SetTarget(tard2D);
                //motor.SetLook(projectile.GetAngle());
            }
        }

        //tard2D = new Vector2(0f, 0f);

        playerBrain.isShooting = false;
    }