bool ThePlayerIsInLineOfSight(WeaponPulse bullet, Collider2D playerCollider)
        {
            RaycastHit2D whatWasHit = WhatIsInTheDirectionOfThePlayer(bullet, playerCollider);

            if (GameManager.self.search.IsThisThePlayer(whatWasHit.transform.gameObject))
            {
                return(true);
            }
            return(false);
        }
 void DetermineCircleSize(WeaponPulse bullet)
 {
     if (bullet.CircleCollider2D.radius > circleRadiusMaximum)
     {
         ResetCircleRadius(bullet);
     }
     else
     {
         IncreaseCircleRadius(bullet);
     }
 }
        RaycastHit2D WhatIsInTheDirectionOfThePlayer(WeaponPulse bullet, Collider2D playerCollider)
        {
            Vector2 direction = playerCollider.transform.position - bullet.transform.position;

            return(Physics2D.Raycast(bullet.transform.position, direction, bullet.CircleCollider2D.radius, whatToLookFor));
        }
 void IncreaseCircleRadius(WeaponPulse bullet)
 {
     bullet.CircleCollider2D.radius += (Time.fixedDeltaTime * bullet.Speed);
 }
 void ResetCircleRadius(WeaponPulse bullet)
 {
     bullet.CircleCollider2D.radius = bullet.BulletSize;
 }