void OnCollisionEnter(Collision collision) { collision.gameObject.SendMessage("Damage", damage, SendMessageOptions.DontRequireReceiver); collider.enabled = false; gameObject.GetComponent <SpriteRenderer>().enabled = false; if (projector != null) { projector.Disable(); } for (int i = 0; i < explosionParticles; i++) { particleSystem.Emit(transform.position, new Vector3(Random.value * 10 - 5, Random.value * 10 - 5, 0f), Random.value, Random.value * 2, particleSystem.startColor); } rigidbody.isKinematic = true; }