private void FireProjectile() { float angle = transform.eulerAngles.z + Random.Range(-maxSpreadAngle, maxSpreadAngle); ProjectileScript proj = m_projectilePool[m_currProjectile]; proj.transform.position = fireFromPoint.position; proj.FireProj(angle); m_currProjectile = (m_currProjectile + 1) % m_numProjectiles; m_soundSystem.PlayOneShot(fireSoundName); }