private void OnTriggerEnter2D(Collider2D collision)
    {
        //Debug.Log(collision.name);
        if (collision.gameObject.tag == "ball" & !detached & !floored)
        {
            audioData.Play(0);
            Destroy(collision.gameObject);
            health = health - 50;
            building.DrawTiles();
            if (health <= 0)
            {
                Instantiate(hit, transform.position, Quaternion.identity);
                building.UpdateState(coords, 2);
                float strength = Random.Range(0.5f, 1.5f);
                transform.parent = null;
                detached         = true;
                Vector2 fDir = Vector2.up - Vector2.right;
                rb.AddForce((fDir * 5.0f + 2.5f * rb.velocity.normalized) * strength, ForceMode2D.Impulse);
                transform.tag = "block";
                this.GetComponent <BoxCollider2D>().isTrigger = false;
            }
            else
            {
                Instantiate(hit, transform.position, Quaternion.identity);
            }
        }

        if (collision.name == "floor" & detached & !floored)
        {
            detached    = false;
            rb.velocity = Vector2.zero;
            floored     = true;
            this.GetComponent <BoxCollider2D>().isTrigger = false;
            rb.gravityScale = 10;
        }
    }