/// <summary>
        ///
        /// </summary>
        /// <param name="bulletSpeed"></param>
        /// <param name="pos"></param>
        /// <param name="direction"></param>
        /// <param name="damages"></param>
        /// <param name="index"></param>
        /// <param name="inSequence"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public JCS_Bullet Shoot(float bulletSpeed, Vector3 pos, bool direction, int[] damages, int index = 0, bool inSequence = false, Transform target = null)
        {
            if (mPlayer != null)
            {
                if (mPlayer.CharacterState != JCS_2DCharacterState.NORMAL)
                {
                    return(null);
                }
            }

            int hit = damages.Length;

            Vector3 spawnPos = pos + mSpanwPointOffset;

            spawnPos = RandTransform(spawnPos);

            JCS_Bullet bullet = (JCS_Bullet)JCS_Utility.SpawnGameObject(mBullet, spawnPos, mSpawnPoint.rotation);

            // no object spawns
            if (bullet == null)
            {
                return(null);
            }

            // set the attacker.
            SetAttackerInfo(bullet);

            float tempBulletSpeed = bulletSpeed;

            // default: facing left
            if (!direction)
            {
                tempBulletSpeed = -tempBulletSpeed;
            }

            // set bullet speed
            bullet.MoveSpeed = tempBulletSpeed;

            // Do devication Effect
            DeviationEffect(bullet.transform);

            if (bullet is JCS_2DBullet)
            {
                bullet.GetComponent <JCS_3DGoStraightAction>().MoveSpeed = bulletSpeed;
            }


            if (mTrackSoot &&
                target != null)
            {
                JCS_2DTrackAction ta = bullet.GetComponent <JCS_2DTrackAction>();
                if (ta != null)
                {
                    ta.SetTargetTransform(target);

                    // set to center
                    float newIndex = index - (hit / 2.0f);

                    // apply effect
                    ta.Index = newIndex;
                }
            }

            if (mAbilityFormat != null)
            {
                JCS_ApplyDamageTextToLiveObjectAction adta = bullet.GetComponent <JCS_ApplyDamageTextToLiveObjectAction>();
                if (adta != null)
                {
                    // set the Ability Format
                    adta.AbilityFormat = mAbilityFormat;
                    adta.Hit           = hit;

                    adta.DamageApplying = damages;

                    // if hit equal to 0,
                    // meaning this bullet is in the sequence
                    if (inSequence)
                    {
                        adta.InSequence = true;
                    }

                    adta.TargetTransform = target;
                }
            }

            // part of the SFX
            mRandomMultiSoundAction.PlayRandomSound();

            return(bullet);
        }