void OnCollisionEnter(Collision col) { Datastream stream = Datastream.cur; if (Datastream.enableFirewall) { damage = Mathf.CeilToInt((float)damage * 0.1f); } Datastream.healthAmount -= damage; stream.EmitCorruptionParticles(transform.position, damage / 10f); gameObject.SetActive(false); OnDeath(); SplitterEnemySplit split = GetComponent <SplitterEnemySplit>(); if (split) { for (int i = 0; i < split.spawnPos.Length; i++) { EnemyManager.cur.OnEnemyDeath(); } } }