void OnTriggerEnter2D(Collider2D obj) { if (obj.tag != "PlayerProjectile" && obj.tag != "BG" && hitCoolDown == false) { lastHitTime = 0; hitCoolDown = true; StartCoroutine(HitBlinking()); DamageState++; eM.rateOverTime = DamageState * rateOverTimeDelta; Destroy(obj.gameObject); } if (DamageState >= DmgStateAmount) { sC.GameOver(); GameObject Explosion = Instantiate(deathPlosion, transform.position, deathPlosion.transform.rotation); Destroy(Explosion, 2); this.gameObject.SetActive(false); } }