void Update()
{
timer += Time.deltaTime;
shotCheck = Camera.main.ScreenPointToRay (new Vector3 (Screen.width / 2, Screen.height / 2, 0));
//print (timer);
if((Input.GetMouseButtonDown(0)) && (timer >= attackSpeed) && Time.timeScale != 0) {// If someone has any idea of why this works backwards please let me know.
Shoot ();
//anim.bodyRotation = transform.rotation;
anim.SetBool("Shooting", true);
pSystem.emissionRate = 11;
}
if (timer >= attackSpeed) {
anim.SetBool ("Shooting", false);
}
if (timer >= fTime) {
pSystem.emissionRate = 0;
}
}