private void CheckCollisions()
    {
        foreach (var bullet in bulletsThatCollide.ToList())
        {
            bullet.GotDamaged();
        }

        foreach (var entities in entitiesThatCollide)
        {
            entities.Item1.GotDamaged(entities.Item2);
        }

        var heroIsColliding = allDamageableEntities.Any(enemy =>
        {
            var totalRadius = enemy.RadiusSize * enemy.RadiusSize + hero.RadiusSize * hero.RadiusSize;
            var deltaVector = enemy.transform.position - hero.transform.position;

            return(deltaVector.sqrMagnitude < totalRadius);
        });

        if (heroIsColliding)
        {
            hero.GotDamaged();
        }

        entitiesThatCollide.Clear();
    }