private void OnTriggerEnter2D(Collider2D collision)
    {
        cFallingObject OTHER = collision.GetComponent <cFallingObject>();

        if (OTHER == null)
        {
            return;
        }
        else if (OTHER.tag == "Crook" || OTHER.tag == "Civilian")
        {
            Rigidbody2D OTHER_RIGIDBODY = OTHER.GetComponent <Rigidbody2D>();
            if (OTHER_RIGIDBODY.velocity.y > 0)
            {
                return;
            }

            // Depending on the trampoline's tilt direction, set velocity so the objective goes either to the SWAT or Ambulance
            float NEW_VELOCITY_X;
            float NEW_VELOCITY_Y = Mathf.Abs(OTHER_RIGIDBODY.velocity.y) * UnityEngine.Random.Range(0.7f, 0.8f);
            if (tiltDirection == enumDirection.Left)
            {
                NEW_VELOCITY_X = -(swat.transform.position.x - OTHER.transform.position.x) / (NEW_VELOCITY_Y / Physics2D.gravity.y);
                OTHER_RIGIDBODY.angularVelocity += UnityEngine.Random.Range(90f, 180f);
            }
            else
            {
                NEW_VELOCITY_X = -(ambulance.transform.position.x - OTHER.transform.position.x) / (NEW_VELOCITY_Y / Physics2D.gravity.y);
                OTHER_RIGIDBODY.angularVelocity -= UnityEngine.Random.Range(90f, 180f);
            }
            OTHER_RIGIDBODY.velocity = new Vector2(NEW_VELOCITY_X * 0.5f, NEW_VELOCITY_Y);
        }
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        cFallingObject OTHER = collision.GetComponent <cFallingObject>();

        if (OTHER == null)
        {
            return;
        }
        else if (OTHER.tag == "Crook")
        {
            scoreKeeper.GainScore(1);
        }
        else   //if ( OTHER.tag == "Civilian" ) {
               // Play sound here
        {
            player.FailedObjective();
        }
        Destroy(OTHER.gameObject);
    }