void FixedUpdate()
    {
        List <CapsuleCollisionOccurrance> cols = m_Collider.GetCollisionInfo();

        for (int i = 0; i < cols.Count; i++)
        {
            if (cols[i].m_VelocityLossPure.magnitude >= m_Threshold)
            {
                m_ParticleSystem.transform.position = cols[i].m_Point;
                m_ParticleSystem.transform.LookAt(cols[i].m_Point + cols[i].m_Normal, Vector3.back);
                m_ParticleSystem.Emit(m_EmissionCount);
            }
        }
    }
    void FixedUpdate()
    {
        List <CapsuleCollisionOccurrance> cols = m_Collider.GetCollisionInfo();

        for (int i = 0; i < cols.Count; i++)
        {
            if (cols[i].m_VelocityLossPure.magnitude >= m_Threshold)
            {
                if (!src.isPlaying)
                {
                    src.pitch += Random.Range(-0.3f, 0.3f);
                    src.Play();
                    if (src.pitch < 0.7f || src.pitch > 1.55f)
                    {
                        src.pitch = 1.1f;
                    }
                }
                m_ParticleSystem.transform.position = cols[i].m_Point;
                m_ParticleSystem.transform.LookAt(cols[i].m_Point + cols[i].m_Normal, Vector3.back);
                m_ParticleSystem.Emit(m_EmissionCount);
            }
        }
    }