private void OnTargetEntersRange(EntityTargetable target)
        {
            EntityEnemy enemy = target as EntityEnemy;

            if (enemy == null)
            {
                return;
            }
            enemy.ApplySlow(entityDataTower.Tower.SerialId, entityDataTower.Tower.SpeedDownRate);
            slowList.Add(enemy);
            enemy.OnDead   += RemoveSlowTarget;
            enemy.OnHidden += RemoveSlowTarget;
        }
        private void RemoveSlowTarget(EntityTargetable target)
        {
            EntityEnemy enemy = target as EntityEnemy;

            if (enemy == null)
            {
                return;
            }

            enemy.RemoveSlow(entityDataTower.Tower.SerialId);

            enemy.OnDead   -= RemoveSlowTarget;
            enemy.OnHidden -= RemoveSlowTarget;

            slowList.Remove(enemy);
        }
        void OnTriggerEnter(Collider other)
        {
            EntityEnemy enemy = other.gameObject.GetComponent <EntityEnemy>();

            if (enemy == null)
            {
                return;
            }

            if (!enemy.IsDead)
            {
                enemy.Damage(entityDataProjectile.ProjectileData.Damage);
            }

            int number = Physics.OverlapSphereNonAlloc(transform.position, entityDataProjectile.ProjectileData.SplashRange, s_Enemies, mask);

            for (int index = 0; index < number; index++)
            {
                Collider collider   = s_Enemies[index];
                var      rangeEnemy = collider.GetComponent <EntityEnemy>();
                if (rangeEnemy == null)
                {
                    continue;
                }
                if (!enemy.IsDead)
                {
                    rangeEnemy.Damage(entityDataProjectile.ProjectileData.SplashDamage);
                }
            }

            SpawnCollisionParticles();

            if (!hide)
            {
                GameEntry.Event.Fire(this, HideEntityInLevelEventArgs.Create(Entity.Id));
                hide = true;
            }
        }