public virtual void sAbility()
    {
        Vector2 SpawnPosition = transform.position;
        //Debug.Log ("Using");
        Vector2 Direction = CalcTrajectory();

        if (float.IsNaN(Direction.x))
        {
            enemyStats.setInRange(false);
            return;
        }
        enemyStats.setInRange(true);
        //TODO add targeting and spawn the bullet
        GameObject Bullet = GameObject.Instantiate(projectile);

        Bullet.GetComponent <Projectile>().sourceObj   = this.gameObject;
        Bullet.GetComponent <Projectile> ().hurtPlayer = true;
        Bullet.GetComponent <Transform>().position     = SpawnPosition;
        Bullet.GetComponent <Rigidbody2D>().AddForce(Bullet.GetComponent <Rigidbody2D>().mass *Direction, ForceMode2D.Impulse);
    }