Burst of Bullets?

Im trying to have my boss shoot a circular burst of bullets when its health equals 0.

using UnityEngine;
using System.Collections;

public class BossBurst : MonoBehaviour {

public GameObject bossAttack;
public float bulletSpeed;
public Transform firePoint;
public GameObject bullet;
private float pinkBoBotAICurrentHealth;

// Use this for initialization
void Start () 
{
	GameObject CurrentHealth = GameObject.Find ("CurrentHealth");
	pinkBoBotAICurrentHealth = GameObject.Find ("The Pink Bobot").GetComponent<PinkBobotAI> ().CurrentHealth;
	if (pinkBoBotAICurrentHealth >= 0) {
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (0, bulletSpeed);	
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (-bulletSpeed, -bulletSpeed);
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (-bulletSpeed, 0);
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (-bulletSpeed, bulletSpeed);
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (0, bulletSpeed);
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (bulletSpeed, bulletSpeed);
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (bulletSpeed, -bulletSpeed);
		Instantiate (bossAttack, firePoint.position, firePoint.rotation);
			GetComponent<Rigidbody2D> ().velocity = new Vector2 (bulletSpeed, 0);
	}
}

// Update is called once per frame
void Update () {

}

}

And the problem is that it’s not working.
If the script is attached to the ‘Enemy’ then you are Getting the ‘Rigidbody2D’ component of the Game Object the script is attached to I.e. the ‘Enemy’

Do this
`
GameObject currentAttack = (GameObject)Instantiate (bossAttack, firePoint.position, firePoint.rotation)
currentAttack.GetComponent ().velocity = new Vector2 (bulletSpeed, 0);

`

This way you’ll get the component attached to the required GameObject.