private void OnTriggerStay2D(Collider2D collision) { Vector2 dir = collision.transform.position - transform.position; Gunner g = collision.GetComponent <Gunner>(); if (g) { if (g.Friendly == m_Friendly) { return; } g.Push(transform.right * m_Knockback * Strength); } Bullet b = collision.GetComponent <Bullet>(); if (b) { if (b.Friendly == m_Friendly) { return; } b.RigidBody.AddForce(dir.normalized * m_Knockback, ForceMode2D.Impulse); } }