private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.layer != 9)
        {
            Collider[] blasted = Physics.OverlapSphere(transform.position, blastRadius);
            foreach (Collider item in blasted)
            {
                seasonChangable season = item.gameObject.GetComponent <seasonChangable>();

                if (season != null)
                {
                    season.springActive = false;
                    season.autumnActive = false;
                    Debug.Log("Enact By Summer");
                }
            }
            Destroy(gameObject);
        }
    }
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.layer != 9)
        {
            Collider[] blasted = Physics.OverlapSphere(transform.position, blastRadius);
            foreach (Collider item in blasted)
            {
                seasonChangable season = item.gameObject.GetComponent <seasonChangable>();

                if (season != null)
                {
                    season.autumnActive = true;
                    season.springActive = false;
                    Debug.Log("Enact By Autumn");
                }
            }

            ParticleSystem hitE = Instantiate(decayEffect, transform.position, transform.rotation).GetComponent <ParticleSystem>();
            hitE.Play();
            Destroy(gameObject);
        }
        Destroy(gameObject);
    }