Using the following equation, the "gun" is able to determine the angle to fire the projectile given a specific velocity.
float angle = Mathf.Atan( (Mathf.Pow(attackVelocity, 2) + Mathf.Sqrt( Mathf.Pow(attackVelocity, 4) - (gravity * ((gravity * Mathf.Pow(distance, 2)) + (2 * y * Mathf.Pow(attackVelocity, 2)))) )) / (gravity * distance) ) * Mathf.Rad2Deg;
In order to get the projectile to rotate with the arc (as you would expect an arrow fired from a bow to do), the projectile must have this:
void FixedUpdate(){
rigidbody.rotation = Quaternion.LookRotation(rigidbody.velocity);
}