public void UseWeapon(Weapon weaponType)
    {
        CameraShifting.Direction shootingDirection = _camShifting.CurrentDirection;

        switch (weaponType)
        {
        case Weapon.Cannonball:
            for (int i = 0; i < _cannonballSpawner.Length; i++)
            {
                if (shootingDirection == CameraShifting.Direction.Left && !_cannonballSpawner[i].isRight)
                {
                    _cannonballSpawner[i].SetCannonballDelay();
                }
                else if (shootingDirection == CameraShifting.Direction.Right && _cannonballSpawner[i].isRight)
                {
                    _cannonballSpawner[i].SetCannonballDelay();
                }
                else if (shootingDirection == CameraShifting.Direction.Front)
                {
                    _cannonballSpawner[i].SetCannonballDelay();
                }
            }
            break;

        case Weapon.Scattershot:
            for (int i = 0; i < _cannonballSpawner.Length; i++)
            {
                if (shootingDirection == CameraShifting.Direction.Left && !_cannonballSpawner[i].isRight)
                {
                    _cannonballSpawner[i].SetClustshotDelay();
                }
                else if (shootingDirection == CameraShifting.Direction.Right && _cannonballSpawner[i].isRight)
                {
                    _cannonballSpawner[i].SetClustshotDelay();
                }
                else if (shootingDirection == CameraShifting.Direction.Front)
                {
                    _cannonballSpawner[i].SetClustshotDelay();
                }
            }
            break;

        case Weapon.Barrelbomb:
            _bombSpawner.DropBomb();
            break;

        default:
            break;
        }
    }