public void Gravitate() { colliders = Physics2D.OverlapCircleAll(this.transform.position, 100); foreach (Collider2D hit in colliders) { switch (PlayerShot) { case true: if (hit.gameObject.name == "EnemyBullet") { thisBullet = hit.GetComponent <BulletDirection>(); if (holeDestroyed) { thisBullet.DestroyWithHole(); } thisBullet.lighningOnce = true; // prevent Electric Charge hit applyForce(thisBullet.gameObject); } if (hit.gameObject.name == "EnemyMissile") { thisMissile = hit.GetComponent <Missile>(); thisMissile.lighningOnce = true; if (holeDestroyed) { thisMissile.DestroyWithHole(); } applyForce(thisMissile.gameObject); } break; case false: if (hit.gameObject.name == "PlayerBullet") { thisBullet = hit.GetComponent <BulletDirection>(); if (holeDestroyed) { thisBullet.DestroyWithHole(); } thisBullet.lighningOnce = true; applyForce(thisBullet.gameObject); } if (hit.gameObject.name == "PlayerMissile") { thisMissile = hit.GetComponent <Missile>(); thisMissile.lighningOnce = true; if (holeDestroyed) { thisMissile.DestroyWithHole(); } applyForce(thisMissile.gameObject); } break; } } }