void Update()
 {
     if (Time.time > arrowNext)
     {
         arrowNext = arrowController.FireArrow(30);
         bowSound.Play();
     }
 }
    void Update()
    {
        ////Are we touching the screen and not already moving?
        if (Input.GetButtonDown("Fire1") && !moving)
        {
            ////Get touch position.
            Vector2 touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

            ////Are we touching the horse, then move?
            ////Otherwise we are aiming the bow.
            if (movingCollider.OverlapPoint(touchPosition))
            {
                moving = true;
            }
            else
            {
                aiming = true;
            }
        }

        ////If we are moving?
        if (moving)
        {
            ////Move toware the touch position.
            Vector2 touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

            ////Make sure we are not flying :(
            float horseY = transform.position.y;
            if (horseY > 0)
            {
                touchPosition = new Vector2(transform.position.x, 0);
            }

            transform.position = Vector2.MoveTowards(transform.position, touchPosition, speed * Time.deltaTime);
        }

        ////If we are aiming?
        if (aiming)
        {
            Vector2 touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            var     y             = ArrowController.ArrowPoint.position.y - touchPosition.y;
            var     x             = ArrowController.ArrowPoint.position.x - touchPosition.x;
            angle             = (Mathf.Atan2(-y, -x) * Mathf.Rad2Deg);
            BowArm.rotation   = Quaternion.Euler(new Vector3(0, 0, angle));
            FireHalo.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
        }

        ////Alway shoot the bow
        if (firing)
        {
            if (Time.time > arrowNext)
            {
                arrowNext = ArrowController.FireArrow(angle);
                bowSound.Play();
            }
        }


        ////Reset controls then the finger is up.
        if (Input.GetButtonUp("Fire1"))
        {
            moving = false;
            aiming = false;
        }
    }