//Shooting Bullets Controls
    void ShootingControls()
    {
        //W - Change Bullet
        if (Input.GetKeyDown(KeyCode.W) == true)
        {
            if (bulletNum >= 3) //Reset back to one if reaches 3
            {
                bulletNum = 1;
            }
            else
            {
                bulletNum += 1;
            }
            Debug.Log("Bullet: " + bulletNum);
        }

        //Creat Bullet
        if (Input.GetKeyDown(KeyCode.Return) == true)
        {
            switch (bulletNum)
            {
            case 1:     //Bullet
                Debug.Log("Bullet");

                //Create Bullet
                GameObject bulletOne = Instantiate(bullet);
                //bulletOne.transform.position = gunEnd.transform.position;

                //Set Variables
                //particleManager.AddParticle(bullet);
                bulletOne.GetComponent <Bullets>().SetBulletVariables(bulletOne, gunEnd);

                //Transform Position
                bulletOne.transform.position = gunEnd.transform.position;
                bulletOne.transform.rotation = gunEnd.transform.rotation;

                //Force Generator
                bulletOne.GetComponent <Bullets>().isForceGen = true;
                ForceGenerator2D BouyancyGen2 = forceManager.CreateBouyancyForceGenerator(bulletOne, (waterSprite.transform.localScale.y) / 2.0f, 75.0f, 5.0f, -(waterSprite.transform.localScale.y) / 2.0f);
                forceManager.AddForceGenerator(BouyancyGen2);
                bulletOne.GetComponent <Bullets>().forceGen = BouyancyGen2;

                break;

            case 2:     //Spring
                Debug.Log("Spring");

                //Set Value
                int numSprings = 1;

                //Create Bullets
                GameObject springOne = Instantiate(springBullet);
                springOne.name = "Spring" + numSprings;
                numSprings++;
                GameObject springTwo = Instantiate(springBullet);
                springTwo.name = "Spring" + numSprings;
                numSprings++;

                //Set Variables
                springOne.GetComponent <Bullets>().SetBulletVariables(springOne, gunEnd);
                springTwo.GetComponent <Bullets>().SetBulletVariables(springTwo, gunEnd);

                //Transform Position
                springOne.transform.position = new Vector2(gunEnd.transform.position.x, gunEnd.transform.position.y);
                springTwo.transform.position = gunEnd.transform.position;
                springOne.transform.rotation = gunEnd.transform.rotation;
                springTwo.transform.rotation = gunEnd.transform.rotation;

                //Force Generator
                springOne.GetComponent <Bullets>().isForceGen = true;
                ForceGenerator2D springGenerator = forceManager.CreateSpringForceGenerator(springOne, springTwo, 1.0f, 10.0f);
                forceManager.AddForceGenerator(springGenerator);
                springOne.GetComponent <Bullets>().forceGen = springGenerator;

                springOne.GetComponent <Bullets>().isForceGen = true;
                ForceGenerator2D BouyancyGenerator = forceManager.CreateBouyancyForceGenerator(springOne, (waterSprite.transform.localScale.y) / 2.0f, 75.0f, 5.0f, -(waterSprite.transform.localScale.y) / 2.0f);
                forceManager.AddForceGenerator(BouyancyGenerator);
                springOne.GetComponent <Bullets>().forceGen = BouyancyGenerator;

                break;

            case 3:     //Rod
                Debug.Log("Rod");

                //Set Value
                int numRods = 1;

                //Particle Link
                GameObject     particleLinkRod  = new GameObject("ParticleLink"); // Don't forget to make the rod u dumb dumb
                Particle2DLink tempParticleLink = particleLinkRod.AddComponent <Particle2DLink>();
                particleLink = tempParticleLink;

                //Create Bullets
                GameObject rodOne = Instantiate(rodBullet);
                rodOne.name = "Rod" + numRods;
                numRods++;
                GameObject rodTwo = Instantiate(rodBullet);
                rodTwo.name = "Rod" + numRods;
                numRods++;

                //Set Variables
                rodOne.GetComponent <Bullets>().SetBulletVariables(rodOne, gunEnd);
                rodTwo.GetComponent <Bullets>().SetBulletVariables(rodTwo, gunEnd);

                //Transform Position
                rodOne.transform.position = new Vector2(gunEnd.transform.position.x, gunEnd.transform.position.y + 1.0f);     //Change y so it doesn't spawn on top of each other
                rodTwo.transform.position = gunEnd.transform.position;
                rodOne.transform.rotation = gunEnd.transform.rotation;
                rodTwo.transform.rotation = gunEnd.transform.rotation;

                //Particle Link
                rodOne.GetComponent <Bullets>().isParticleLink = true;
                Particle2DLink link = particleLink.CreateLink(rodOne, rodTwo, 1.0f);
                rodOne.GetComponent <Bullets>().particleLink = link;

                //Force Generator
                rodOne.GetComponent <Bullets>().isForceGen = true;
                ForceGenerator2D BouyancyGen = forceManager.CreateBouyancyForceGenerator(rodOne, (waterSprite.transform.localScale.y) / 2.0f, 75.0f, 5.0f, -(waterSprite.transform.localScale.y) / 2.0f);
                forceManager.AddForceGenerator(BouyancyGen);
                rodOne.GetComponent <Bullets>().forceGen = BouyancyGen;

                break;
            }
        }
    }