private void InitializeStations()
    {
        stations.Clear();
        spawnedMissiles = 0;

        foreach (Transform point in launchPoints)
        {
            RaketenSystem newStation = new RaketenSystem(verzögerung, rocketPrefab, point, spielerSchiff);
            stations.Enqueue(newStation);
            spawnedMissiles++;
        }
    }
    public override void Launch(Transform target, Vector3 velocity)
    {
        RaketenSystem launchingStation = stations.Peek();

        if (launchingStation != null)
        {
            bool launchSuccessful = launchingStation.Launch(target, velocity);

            if (launchSuccessful)
            {
                if (fireSource != null)
                {
                    fireSource.Play();
                }

                stations.Dequeue();
                stations.Enqueue(launchingStation);

                raketenAnzahl--;
            }
        }
    }