public void SpawnProjectiles(int numberOfProjectiles)
    {
        float angleStep = 360f / numberOfProjectiles;
        float angle     = 0f;

        for (int i = 0; i <= numberOfProjectiles - 1; i++)
        {
            float projectileDirXposition = startPoint.x + Mathf.Sin((angle * Mathf.PI) / 180) * radius;
            float projectileDirYposition = startPoint.y + Mathf.Cos((angle * Mathf.PI) / 180) * radius;

            Vector2 projectileVector        = new Vector2(projectileDirXposition, projectileDirYposition);
            Vector2 projectileMoveDirection = (projectileVector - startPoint).normalized * shooter.Force();

            var proj = Instantiate(projectile, startPoint, Quaternion.identity);
            proj.GetComponent <Rigidbody2D>().velocity =
                new Vector2(projectileMoveDirection.x, projectileMoveDirection.y);

            angle += angleStep;
        }
    }