protected override IEnumerator InnerDoAttack(int id, CombatSystem ownerCombatSystem, Transform target)
        {
            if (target == null)
            {
                yield break;
            }

            while (!AnimationStates[id])
            {
                yield return(null);
            }

            GameObject projectile = PoolersManager.Instance.TryGetPooler(data.ProjectilePrefab).GetPooledObject(data.DestroyTime);

            projectile.transform.position = ownerCombatSystem.ProjectileAnchor.position;
            projectile.transform.rotation = ownerCombatSystem.ProjectileAnchor.rotation;

            AttackCollider projectileAttackCollider = projectile.GetComponentInChildren <AttackCollider>();

            projectileAttackCollider.Initialize(id, data.ColliderRadius, this, ownerCombatSystem.transform.root, ownerCombatSystem);
            projectileAttackCollider.SetRadius(data.ColliderRadius);

            ProjectileMovement projectileMovement = projectile.GetComponent <ProjectileMovement>();

            projectileMovement.Launch(target, ownerCombatSystem.ProjectileAnchor, data.MinDistance, data.MaxDistance, data.ProjectileSpeed);

            float timer = 0.0f;

            while (timer <= data.DestroyTime)
            {
                if (HasHit[id])
                {
                    projectileMovement.Stop();

                    if (!data.SplashDamage)
                    {
                        yield break;
                    }

                    projectileAttackCollider.SetRadius(data.SplashDamageRadius);

                    yield return(new WaitForSeconds(data.SplashDamageTime));

                    yield break;
                }

                timer += Time.deltaTime;
                yield return(null);
            }
        }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Enemy")
     {
         EnemyHealth _eh = other.gameObject.GetComponent <EnemyHealth> ();
         _eh.DealDamage(Damage);
         if (DiesOnTouch)
         {
             AllowToMove = false;
             if (_anim != null)
             {
                 mov.Stop();
             }
             mov.Kill();
         }
     }
 }