private void UpdateMagnetism()
    {
        if (Is(Effect.Magnetism))
        {
            ContactFilter2D filter = new ContactFilter2D();
            filter.SetLayerMask(LayerMask.GetMask("Enemy"));
            List <Collider2D> colliders = new List <Collider2D>();
            Physics2D.OverlapCircle(transform.position, repulsionRange, filter, colliders);

            if (colliders.Count > 0)
            {
                foreach (Collider2D collider in colliders)
                {
                    EnemyHandler closeEnemy = collider.GetComponent <EnemyHandler>();
                    Vector2      direction  = closeEnemy.transform.position - transform.position;
                    direction.Normalize();
                    closeEnemy.Propel(direction * repulsionForce, true, true);
                }
            }
        }
    }