public override void SimUpdate()
        {
            if (timer > 0)
            {
                timer--;
            }

            if (detectionArea.entities.Count > 0)
            {
                target = GetClosestTarget();

                EntityPhysicsManager epm = (EntityPhysicsManager)target.PhysicsManager;

                //transform.LookAt(target.transform.position + Vector3.up + epm.forceMovement);
                transform.LookAt(PredictPosition(target.gameObject) + Vector3.up);

                if (timer <= 0)
                {
                    danmakuConfig.position = transform.position;
                    danmakuConfig.rotation = transform.eulerAngles;
                    danmakuManager.Fire(danmaku, danmakuConfig, team, hitInfo);
                    timer = countdown;
                }
            }

            danmakuManager.Tick();
        }
        public override void SimUpdate()
        {
            if (bb)
            {
                danmakuManager.Fire(sequence, config, team, hitInfo);
                bb = false;
            }

            danmakuManager.Tick();
        }
 public override void SimUpdate()
 {
     base.SimUpdate();
     danmakuManager.Tick();
 }