Collision management in an Empty GameObject

I am making a brick breaker game.

I have a ball prefab. And as the ball is colliding everywhere I want should be handling collision control through the ball, I have made an empty GameObject and have a script in it named as BallManager.

I need advice on that.

using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class BallManager : MonoBehaviour
{
    Vector3 StartPos, EndPos;
    public GameObject BallPrefab;
    public GameObject DirectionLine;
    public float Speed, Values;
    Vector3 ScreenSize;
    float X, Y;
    GameObject G;

    private void Start()
    {
        ScreenSize = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0));
        G = Instantiate(BallPrefab, transform.position, Quaternion.identity);
        float GBoundsX = G.transform.GetComponent<SpriteRenderer>().bounds.size.x;
        float GBoundsY = G.transform.GetComponent<SpriteRenderer>().bounds.size.y;
        float PaddleBoundsX = PaddleManager.Instance.transform.GetComponent<SpriteRenderer>().bounds.size.x;
        float PaddleBoundsY = PaddleManager.Instance.transform.GetComponent<SpriteRenderer>().bounds.size.y;

        G.transform.position = PaddleManager.Instance.transform.position + new Vector3(0, (PaddleBoundsY / 2) + (GBoundsY / 2), 0);
    }

    private void Update()
    {
        if (PaddleManager.Instance.isBallReleased == false)
        {
            if (Input.GetMouseButtonDown(0))
            {
                StartPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                DirectionLine.SetActive(true);
            }
            if (Input.GetMouseButton(0))
            {
                EndPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                X = EndPos.x - StartPos.x;
                Y = EndPos.y - StartPos.y;
                //Debug.Log("X  ::  " + X);
                //Debug.Log("Y  ::  " + Y);
                float Angle = Mathf.Atan2(X, Y) * Mathf.Rad2Deg;
                DirectionLine.transform.rotation = Quaternion.Euler(0, 0, -Angle);
            }

            if (Input.GetMouseButtonUp(0))
            {
                EndPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                Vector3 Difference = EndPos - StartPos;
                X = StartPos.x - EndPos.x;
                Y = StartPos.y - EndPos.y;
                Vector2 temp = new Vector2(X, Y).normalized * Values;
                G.GetComponent<Rigidbody2D>().velocity = Difference.normalized * Speed * Values;
                DirectionLine.gameObject.SetActive(false);
                PaddleManager.Instance.isBallReleased = true;
            }
        }
    }    
}

I don't think I understand the question. Do you want to detect the collisions in the ball object but then handle the consequences of the collisions in a different object?

I have a ball prefab, and a ballmanger empty object. ballmanager has script which is managing the ball launching.