public virtual void Hit(IHitter projectile) { var projectileTransform = projectile.Transform; Armor -= projectile.PiercingFactor; if (Armor <= 0) { Health -= projectile.Damage; Instantiate(_bleedParticle, new Vector3(transform.position.x, projectileTransform.position.y, transform.position.z), projectileTransform.rotation); if (Health <= 0) { Die(); } } else { var richochet=Instantiate(_ricoñhetParticle, projectileTransform.position, Quaternion.Euler( projectileTransform.forward*-1))as Transform; richochet.transform.forward = -1 * projectileTransform.forward; projectile.Transform.forward=Vector3.Reflect(projectileTransform.forward,transform.forward); } }