// Update is called once per frame
    void Update()
    {
        target = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z));
        cross.transform.position = new Vector2(target.x, target.y);

        if (Input.mousePosition.x < splitScreen)
        {
            fireIndex = 0;
            if (ammo.alphaCounter == 10)
            {
                fireIndex = 1;
            }
            if (ammo.alphaCounter == 10 && ammo.deltaCounter == 10)
            {
                fireIndex = 2;
            }
        }
        else if (Input.mousePosition.x >= splitScreen && Input.mousePosition.x < 2 * splitScreen)
        {
            fireIndex = 1;
            if (ammo.deltaCounter == 10)
            {
                fireIndex = 0;
            }
            if (ammo.deltaCounter == 10 && ammo.alphaCounter == 10)
            {
                fireIndex = 2;
            }
        }
        else if (Input.mousePosition.x >= 2 * splitScreen)
        {
            fireIndex = 2;
            if (ammo.omegaCounter == 10)
            {
                fireIndex = 1;
            }
            if (ammo.omegaCounter == 10 && ammo.deltaCounter == 10)
            {
                fireIndex = 0;
            }
        }

        Vector3 difference = target - firePoints[fireIndex].transform.position;
        float   rotationZ  = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;

        if (Input.GetButtonDown("Fire1") && gameObject.activeSelf)
        {
            float   distance  = difference.magnitude;
            Vector2 direction = difference / distance;

            direction.Normalize();
            Shoot(direction, rotationZ);

            ammo.RemoveMissile();
            SoundManager.PlaySound("shot");
        }

        if (ammo.alphaCounter == 10 && ammo.deltaCounter == 10 && ammo.omegaCounter == 10 || GameManager.levelComplete)
        {
            gameObject.SetActive(false);
            cross.SetActive(false);
            Cursor.visible = true;
        }
    }