void OnTriggerEnter(Collider other) { Quaternion oppositeBulletRotation = Quaternion.LookRotation(-transform.forward); //transform a direction in a rotation switch (other.tag) { case "Enemy": Zombie zommbie = other.GetComponent <Zombie>(); if (!zommbie.dead) { zommbie.Damage(10); zommbie.BloodParticle(this.transform.position, oppositeBulletRotation); _gameManager.ShakeCamera(); } break; case "Boss": { BossControl boss = other.GetComponent <BossControl>(); if (!boss.dead) { boss.TakeDamage(1); boss.BloodParticle(this.transform.position, oppositeBulletRotation); _gameManager.ShakeCamera(); } } break; } Destroy(this.gameObject); }