private IEnumerator SpawnProjectilesCoroutine(SpriteAnimationBehaviour animated, SpriteFrame frame, bool isHoming)
        {
            BaseActor actor = animated.GetComponent <BaseActor>();
            int       c     = timeouts != null ? timeouts.Length : 0;

            for (int i = 0; i < count; i++)
            {
                float timeout = 0f;

                if (i == 0)
                {
                    if (soundOnFirstProjectile != null)
                    {
                        var src = animated.GetComponent <AudioSource>();
                        if (src != null)
                        {
                            src.pitch = Engine.RandomFloat(0.9f, 1.1f);
                            src.PlayOneShot(soundOnFirstProjectile);
                            src.pitch = 1.0f;
                        }
                    }
                }

                if (c != 0)
                {
                    timeout = timeouts[i % c];
                }

                bool isActor = prefab.GetComponent <BaseActor>();


                if (timeout > 0f)
                {
                    yield return(new WaitForSeconds(timeout));
                }

                Vector3 pos = animated.transform.position + (Vector3)actor.TransformDirection(offset);

                if (isActor)
                {
                    var go = Instantiate(prefab, pos, Quaternion.identity);
                    var ac = go.GetComponent <BaseActor>();
                    ac.Move(actor.movementDirection);
                    ac.transform.right = Vector3.right;
                }
                else if (isHoming)
                {
                    HomingProjectileBehaviour.Fire(prefab, animated.gameObject, pos, actor.movementDirection, Mathf.FloorToInt(frame.damage.value * actor.GetDamageDealt()), animated.GetComponent <AI.DefaultEnemyAI>().Target.transform);
                }
                else
                {
                    ProjectileBehaviour.Fire(prefab, animated.gameObject, pos, actor.movementDirection, Mathf.FloorToInt(frame.damage.value * actor.GetDamageDealt()));
                }
            }
        }