private void OnTriggerEnter2D(Collider2D collision) { if (collision.GetComponent <HostageManager>() != null) { HostageManager manager = collision.GetComponent <HostageManager>(); //Add collision force collision.GetComponent <Rigidbody2D>().AddForce(GetComponent <Rigidbody2D>().GetPointVelocity(collision.transform.position) * GetComponent <Rigidbody2D>().mass); //'Disable' bullet this.GetComponent <Rigidbody2D>().isKinematic = true; this.GetComponent <SpriteRenderer>().enabled = false; this.GetComponent <Collider2D>().isTrigger = false; this.GetComponent <Rigidbody2D>().velocity = Vector2.zero; this.GetComponent <Rigidbody2D>().angularVelocity = 0; Instantiate(blood).transform.position = collision.transform.position; if (manager.hostage != null) { if (manager.hostage.type == HostageType.NORMAL) { manager.ComputeDeath(); } } } else if (collision.GetComponent <PlayerManager>() != null) { Instantiate(blood).transform.position = collision.transform.position; collision.GetComponent <PlayerManager>().HP--; } StartCoroutine(DestroySelf()); }