void Shoot() { if (canShoot && Input.GetButtonDown("Fire1") && numberOfBullets[activeBlocks] > 0) { numberOfBullets[activeBlocks]--; Vector2 cursorPos = cursorManager.GetCursorPosition() - new Vector2(transform.position.x, transform.position.y); cursorPos.Normalize(); GameObject projectile = Instantiate(blocks[activeBlocks], shootPoint.transform.position, new Quaternion(0, 0, 0, 0)); if (!canShoot) { projectile.GetComponent <Block>().stickAtStart = true; } projectile.GetComponent <Rigidbody2D>().velocity = cursorPos * blockVelocity; } }