public ScoreController scoreController; //We got an instance of the score controller because this is where we increment our points

    void BounceFromRacket(Collision2D c)
    {
        Vector3 ballPosition   = transform.position;
        Vector3 racketPosition = c.gameObject.transform.position;

        float racketHeight = c.collider.bounds.size.y; //Returns the height of the bounds of our racket.

        float x;

        if (c.gameObject.name == "Player 1")
        {
            x = 1; //Towards the right
        }
        else
        {
            x = -1; //Torwards the left
        }

        float y = (ballPosition.y - racketPosition.y) / racketHeight;

        ballMovement.IncreaseHitCounter();        //We increase our hit counter so the speed of our ball is increased
        ballMovement.MoveBall(new Vector2(x, y)); //We are adding in the new direction the ball should be going towards. Plus we increase the counter before calling this
    }
    void BounceFromRecket(Collision2D collision)
    {
        Vector3 ballPosition   = transform.position;
        Vector3 recketPosition = collision.gameObject.transform.position;

        float recketHeight = collision.collider.bounds.size.y;

        float x;

        if (collision.gameObject.name == "RecketPlayer1")
        {
            x = 1;
        }
        else
        {
            x = -1;
        }

        float y = (ballPosition.y - recketPosition.y) / recketHeight;

        ballMovement.IncreaseHitCounter();
        ballMovement.MoveBall(new Vector2(x, y));
    }