private void OnTriggerEnter(Collider other) { if (ProjectileMask == (ProjectileMask | (1 << other.gameObject.layer))) { if (Hand.Velocity.magnitude > _minimumVelocity) { Fireball fireBall = other.gameObject.GetComponent <Fireball>(); if (fireBall.Active) { Vector3 force = Hand.Velocity * ForcePercentageCharged * _forcePower; if (fireBall.Armed) { fireBall.ApplyForce(force); } else { fireBall.Launch(force); } } } } }