void FixedUpdate()
    {
        if (shootingBlockState == ShootingBlockState.NotStarted)
        {
          // Increase Block Mass while shooting

          ScaleMass();
          startTime = Time.time;
          shootingBlockState = ShootingBlockState.Shooting;

          Debug.Log("Shooting Block - shooting");
        }

        if (shootingBlockState == ShootingBlockState.Shooting)
        {
          if ((rigidbody.velocity.sqrMagnitude < 0.01 && Time.time - startTime > 1) ||
        Time.time - startTime > maxTimeForShot)
          {
        rigidbody.mass = initMass;
        rigidbody.drag = initDrag;
        shootingBlockState = ShootingBlockState.Finished;
        finishedTime = Time.time;

        Debug.Log("Shooting Block - finished");
          }
        }
    }
 void Start()
 {
     shootingBlockState = ShootingBlockState.NotStarted;
 }