public void SpawnProjectile(Transform muzzle) { if (projectiles.Count >= weapon.maxAmountOfProjectiles) { return; } if (weapon.projectilePrefab) { GameObject projectile = Instantiate(weapon.projectilePrefab, muzzle.position, Quaternion.identity) as GameObject; ProjectileBehaviour projectileBih = projectile.GetComponent <ProjectileBehaviour>(); projectileBih.SetOwner(owner); projectileBih.OnProjectileDestroyed += RemoveProjectile; projectiles.Add(projectile); } else { Debug.LogWarning("No projectile prefab "); } }