private void Shoot()
    {
        GameObject bulletClone = Instantiate(_bullet, _pistolBone.GetWorldPosition(GetComponent <PlayAnimations>()._rightArmSkeleton.transform), Quaternion.identity);

        Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - bulletClone.transform.position;

        direction.Normalize();

        bulletClone.GetComponent <Rigidbody2D>().velocity = direction * _bulletSpeed;
        Quaternion bulletRotation = Quaternion.Euler(0, 0, Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg + 90f);

        bulletClone.transform.rotation = bulletRotation;
    }
    // Update is called once per frame
    void Update()
    {
        Vector3 diff = Camera.main.ScreenToWorldPoint(Input.mousePosition) - _rootBone.GetWorldPosition(transform);

        diff.Normalize();

        rotationZ = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;

        if (gameObject.GetComponent <SkeletonAnimation>().skeleton.FlipX != true)
        {
            _rootBone.rotation = rotationZ;
        }
        else
        {
            _rootBone.rotation = rotationOffset - rotationZ;
        }
    }