You are right. I am sorry, it was getting late.
https://www.dropbox.com/s/xpclhhmnmhksz ... .capx?dl=0
Solution is this. I duplicated frame 2. Now when it is frame 2 & shooting, then advance to frame 3. Since there are several shooting, a 'for each' is needed. Now it is on frame 2 for only 1 tick. This means that frame 2 + 3 is one tick longer onscreen than the other frames. But, for such a slow frames/second, none can see that.
At the moment there are dots in the shooting animation. Easyer to debug. Had to see if they shoot and also stop shooting when no enemy in sight. You can remove those easy when ready.
Also, did you notice the other things ? LIke how easy it is to use a tilemap for grid snapping. LIke how easy it is to use spawners ? Like, every thing has now a row number, for in case you need it. Like how animations are (on there end) easyer and better then wait/timers to time die events. Did you notice the picking ? Did you notice the 'placer' and the easy flow of using it ? Did you notice the 'else' where needed ?