void OnCollisionEnter(Collision col)
    {
        ParticleMan.Emit(0, Random.Range(2, 6), transform.position, col.contacts[0].normal);
        ParticleMan.Emit(2, Random.Range(1, 4), transform.position, (GetComponent <Rigidbody>().velocity.normalized * .5f + col.contacts[0].normal));

        if (col.transform.CompareTag("Destructable"))
        {
            _rb.velocity = _oldVelocity * .9f;
            col.gameObject.GetComponent <DestructableBehaviour>().TakeDamage(col.relativeVelocity.magnitude, col);
            StartCoroutine(Die());
        }
        else
        {
            StartCoroutine(Die());
            _lr.widthMultiplier = _lr.widthMultiplier * .7f;
            if (_canDoyng)
            {
                _canDoyng = false;
                if (col.transform.CompareTag("Statue"))
                {
                    AudioMan.PlaySound(SoundName.BulletImapct, transform.position);
                }
                else
                {
                    AudioMan.PlaySound(SoundName.Ricochet, transform.position);
                }
            }
        }
    }
 void OnCollisionEnter(Collision col)
 {
     if (col.transform.CompareTag("Bullet") || col.impulse.magnitude > BreakForce)
     {
         if (col.contacts[0].thisCollider.gameObject.name != name)
         {
             GetNearest(col.contacts[0].point, col.impulse.magnitude, col.transform.CompareTag("Bullet") ? 8 : 1);
             ParticleMan.Emit(3, 5, col.contacts[0].point, Vector3.up);
             AudioMan.PlaySound(SoundName.StoneCrunch, col.contacts[0].point);
         }
     }
 }
    public void PullTrigger()
    {
        GameObject bullet = Instantiate(BulletPrefab);

        AudioMan.PlaySound(SoundName.GunFired);
        bullet.transform.position = FunPoint.position;
        bullet.GetComponent <Rigidbody>().velocity = FunPoint.forward * BulletSpeed;
        transform.localPosition -= Vector3.forward * recoil.z;
        transform.Rotate(Vector3.right, recoil.x);
        MakeParticleLine();
        StartCoroutine(FlashGun());
    }