How to make my bullet shooting 2 direction or 360 angle direction instead of just shooting towards right?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ShootingScript : MonoBehaviour
{
public GameObject rocketPrefab;

//from muzzle place
public Transform firePoint;

private void Update()
{
    //triggers whenever we press the button 
    if (Input.GetButtonDown("Fire1"))
    {
        Debug.Log("Rocket Shot!");
        Instantiate(rocketPrefab, firePoint.position, firePoint.rotation);
    }
}

}

-------------------- above is my ShootingScript -----------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RocketProperty : MonoBehaviour
{
public float rocketSpeed = 20f;
public float destroyTime = 8f;

private void Start()
{
    //destroy the object after some time
    Destroy(gameObject, destroyTime);
}

private void Update()
{
    //move it along the z-axis at a constand speed
    transform.Translate(rocketSpeed * Time.deltaTime, 0f, 0f);   //x.y.z
}

}

------------------------------Above is my rocket, which is my bullet property Script-----------------------

This is what i came up with

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ShootingScript : MonoBehaviour
{
 public GameObject rocketPrefab;
 public int rockets;

 //from muzzle place
 public Transform firePoint;
 private void Update()
 {
     //triggers whenever we press the button 
     if (Input.GetButtonDown("Fire1"))
     {
       Shoot();
     }
 }

 void Shoot()
 {
     Debug.Log("Rocket Shot!");
     float nextAngle = 0f;
     float angleDelta = 360f / rockets;
     for(int i=0; i < rockets; i++)
     {
      Vector3 euler = new Vector3(0f, 0f, nextAngle);
      Instantiate(rocketPrefab, firePoint.position, firePoint.rotation + Quaternion.Euler(euler));
      nextAngle += angleDelta; 
     }
 }

at this line,

Instantiate(rocketPrefab, firePoint.position, firePoint.rotation + new Quaternion.eulerAngles(0f, 0f, nextAngle));

correct the axis you want the rotation to be on, and then you can change the value of rockets to choose how many rockets you want to fire…hope this helps