public int AsteroidsspawnOut()
    {
        int count    = 0;
        int selector = UnityEngine.Random.Range(0, AsteroidprefabOut.Length);

        Vector3 pos          = transform.localPosition + center + new Vector3(UnityEngine.Random.Range(-sizeOut.x / 2, sizeOut.x / 2), UnityEngine.Random.Range(-sizeOut.y / 2, sizeOut.y / 2), UnityEngine.Random.Range(-sizeOut.z / 2, sizeOut.z / 2));
        float   avarageScale = (AsteroidprefabOut[selector].transform.localScale.z + AsteroidprefabOut[selector].transform.localScale.y + AsteroidprefabOut[selector].transform.localScale.z) / 4;

        while (Physics.CheckSphere(pos, spawnRadius * 0.75f * avarageScale, mask))
        {
            pos = transform.localPosition + center + new Vector3(UnityEngine.Random.Range(-sizeOut.x / 2, sizeOut.x / 2), UnityEngine.Random.Range(-sizeOut.y / 2, sizeOut.y / 2), UnityEngine.Random.Range(-sizeOut.z / 2, sizeOut.z / 2));
            count++;
            if (count > 500)
            {
                return(0);
            }
        }
        GameObject prefab   = AsteroidprefabOut[selector];
        GameObject asteroid = Instantiate(prefab, pos, prefab.transform.rotation);

        asteroid.transform.parent = OutGroup;
        Obstacle      o  = asteroid.GetComponent <Obstacle>();
        ApplyBehavior bh = asteroid.GetComponent <ApplyBehavior>();

        bh.turnLeft = (UnityEngine.Random.Range(0, 2) == 1 ? true : false);
        bh.player   = player.transform;

        return(1);
    }
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.CompareTag("AsteroidOut") && collision.gameObject.CompareTag("AsteroidIn") && lastHit != collision.gameObject)
     {
         lastHit = collision.gameObject;
         ApplyBehavior bh = collision.gameObject.GetComponent <ApplyBehavior>();
         bh.turnLeft = !bh.turnLeft;
     }
 }