void OnTriggerEnter2D(Collider2D obj)
 {
     if (obj.tag != "PlayerProjectile" && obj.tag != "BG" && hitCoolDown == false)
     {
         lastHitTime = 0;
         hitCoolDown = true;
         StartCoroutine(HitBlinking());
         DamageState++;
         eM.rateOverTime = DamageState * rateOverTimeDelta;
         Destroy(obj.gameObject);
     }
     if (DamageState >= DmgStateAmount)
     {
         sC.GameOver();
         GameObject Explosion = Instantiate(deathPlosion, transform.position, deathPlosion.transform.rotation);
         Destroy(Explosion, 2);
         this.gameObject.SetActive(false);
     }
 }