private void RaycastBounce(int bounces, Vector3 origin, Vector3 dir)
    {
        if (bounces == 0)
        {
            return;
        }

        Vector2    _dir       = AngularTweeks.DirectionOffset(playerForwardSide);
        Ray        _rayOrigin = new Ray(origin, _dir);
        RaycastHit _hitInfo;

        Debug.DrawRay(origin, _dir, Color.green, Mathf.Infinity);
        if (Physics.Raycast(_rayOrigin, out _hitInfo, 1000f))
        {
            Debug.Log("hit");
            ShootingTarget _st = _hitInfo.transform.GetComponent <ShootingTarget>();
            if (_st != null)
            {
                _st.GetShot(gunData);
                Vector3 bounceDir = Vector3.Reflect(_dir, _hitInfo.normal);

                RaycastBounce(gunData.bounces - 1, _hitInfo.point, bounceDir);
            }
        }
    }
    private void OnCollisionEnter2D(Collision2D other)
    {
        ShootingTarget _sT = other.collider.GetComponent <ShootingTarget>();

        if (_sT != null)
        {
            _sT.GetShot(_gData);
        }

        _orgPosition = other.contacts[0].point;

        if (_gData.bounces == 0)
        {
            Destroy(this.gameObject);
        }
        else
        {
            _gData.bounces--;
        }

        SetVelocity();
    }
    public override void Disparar(Transform transform)
    {
        Vector3 _dir = AngularTweeks.DirectionOffset(playerForwardSide);

        _dir = transform.TransformDirection(_dir);
        Ray        _origin = new Ray(transform.position, _dir);
        RaycastHit _hitInfo;

        Debug.DrawRay(transform.position, _dir, Color.green, Mathf.Infinity);

        if (Physics.Raycast(_origin, out _hitInfo, 1000f))
        {
            Debug.Log("Hit");
            ShootingTarget _st = _hitInfo.transform.GetComponent <ShootingTarget>();
            if (_st != null)
            {
                _st.GetShot(gunData);
                Vector3 bounceDir = Vector3.Reflect(_dir, _hitInfo.normal);

                RaycastBounce(gunData.bounces - 1, _hitInfo.point, bounceDir);
            }
        }
    }