public override void Fire() { if (_isReady) { return; } if (Clip.CountAmmunition <= 0) { return; } var obj = CacheObjectRepo.Instance.SpawnCachedObject(Ammunition.GetEnumMemberName(), _barrel.position, _barrel.rotation, PoolingStratagy.EnqueueManuallyLater); //CR: Роман, посмотри пж, можно ли так делать? var tmpAmmunition = GetComponent <Ammunition>(); tmpAmmunition.AddForce(_barrel.forward * _force); Clip.CountAmmunition--; _isReady = false; _timeRemaining.AddTimeRemaining(); }