void Update()
    {
        if (Mehanics == PlayerMechanics.Mechanics2)
        {
            //pucanje:
            if (Input.GetKeyDown(KeyCode.Space) && PlayerBulletManager.isReloaded)
            {
                PlayerBulletManager.FireBullet();
                PlayShotExplosionAnimation();
                playerBulletManager.StartCoroutine(playerBulletManager.StartReloadWait());
                AudioManager.PlayAudio(PlayerShotSound);
            }

            //kretnja:
            if (Input.GetKey(KeyCode.S))
            {
                animation.Play("TankDown");
            }
            else if (Input.GetKey(KeyCode.W))
            {
                animation.Play("TankUp");
            }
            else if (Input.GetKey(KeyCode.A))
            {
                animation.Play("TankLeft");
            }
            else if (Input.GetKey(KeyCode.D))
            {
                animation.Play("TankRight");
            }
        }
    }
 //singleton getter/instanciator (call this instead)
 public static PlayerBulletManager getInstance()
 {
     if (m_self == null)
     {
         //create new instance and set it
         m_self = new PlayerBulletManager();
         //m_self = (PlayerBulletManager)Instantiate(PlayerBulletManager, Vector3.zero, Quaternion.identity);
         m_self.Init();
     }
     return(m_self);
 }
    void OnTriggerEnter2D(Collider2D collider2D)
    {
        if (collider2D.tag != "Player" && collider2D.name != this.gameObject.name)
        {
            PlayerBulletManager.KillBullet(gameObject);

            for (int i = 0; i < whatCanBulletDestroy.Count; i++)
            {
                if (collider2D.tag == whatCanBulletDestroy[i])
                {
                    collider2D.gameObject.SetActive(false);
                }
            }
        }
    }
    void Start()
    {
        playerExplosion.SetActive(false);
        initialMaxSpeed = maxSpeed;
        animation       = GetComponent <Animation>();
        shouldControl   = true;
        rb = this.gameObject.GetComponent <Rigidbody2D>();
        playerBulletManager = this.gameObject.GetComponent <PlayerBulletManager>();
        bulletExplosion.SetActive(false);


        //jer je mehanika prvog tipa = usmjerenje cijevi pomocu rotacije uzroovane kolizijom tenka i zidova
        if (Mehanics == PlayerMechanics.Mechanics2)
        {
            rb.angularDrag = 999f;
        }
    }