void Start()
 {
     contarTempo = false;
     type = ColliderCollisionType.COLL_TYPE.NENHUM;
     coins = 20;
     moedasADropar = 5;
     UpdateText();
 }
    void Update()
    {
        switch (type) {
            case ColliderCollisionType.COLL_TYPE.DOMINANTE:
            type = ColliderCollisionType.COLL_TYPE.NENHUM;
        break;
            case ColliderCollisionType.COLL_TYPE.RECESSIVO:

            if (coins > 0 && coinsContador < moedasADropar)
            {
                coins--;
                coinsContador++;

                GameObject go = (GameObject)Instantiate(coinPrefab, new Vector3(transform.position.x + Random.Range(-3, 3), transform.position.y + 3, transform.position.z + Random.Range(-3, 3)), Quaternion.identity);
                go.GetComponent<Rigidbody>().AddExplosionForce(6, go.transform.position, 100, 10, ForceMode.Impulse);
                //go.GetComponent<Rigidbody>().AddForce(Vector3.up * 10, ForceMode.Force);
                MuzzleyManager.Instance.coins.Add(go);
                UpdateText();
            }

            if (coinsContador >= moedasADropar)
            {
                coinsContador = 0;
                type = ColliderCollisionType.COLL_TYPE.NENHUM;
            }
        break;
        }

        if (contarTempo)
        {
            time += Time.deltaTime;
        }

        if (time >= 1)
        {
            time = 0;
            contarTempo = false;
        }
    }