How To Make A Particle Play On Hit?

Hello. I was wondering how would I make particles show when I hit an animal, tree, and ore. I am new to unity and want to know how to do this. If you guys could help me I would appreciate that.

public float maxHealth, maxThirst, maxHunger;
    public float thirstIncreaseRate, hungerIncreaseRate;
    private float health, thirst, hunger;
    public bool dead;

    public GameObject player;

    public float damage;
    public bool weaponEquipped;
    public bool toolEquipped;
    public static bool triggeringWithAI;
    public static GameObject triggeringAI;

    public static bool triggeringWithTree;
    public static GameObject treeObject;

    public static bool triggeringWithOre;
    public static GameObject oreObject;

    [Header("UI Components")]
    public Text healthText;
    public Text thirstText;
    public Text foodText;

    public void Start()
    {
        health = maxHealth;
    }

    public void Update()
    {
        healthText.text = health.ToString();
        thirstText.text = thirst.ToString();
        foodText.text = hunger.ToString();

        if (!dead)
        {
            hunger += hungerIncreaseRate * Time.deltaTime;
            thirst += thirstIncreaseRate * Time.deltaTime;
        }

        if (thirst >= maxThirst)
            Die();
        if (hunger >= maxHunger)
            Die();

        //print(thirst);
        //print(hunger);
        //print(health);

        //detecting and killing ai
        if (triggeringWithAI == true && triggeringAI)
        {
            if (Input.GetMouseButtonDown(0))
            {
                Attack(triggeringAI);
            }
        }

        if (!triggeringAI)
            triggeringWithAI = false;

        //tree chopping
        if(triggeringWithTree == true && treeObject)
        {
            if (Input.GetMouseButtonDown(0))
                Attack(treeObject);
        }

        //ore mining
        if(triggeringWithOre == true && oreObject)
        {
            if (Input.GetMouseButtonDown(0))
                Attack(oreObject);
        }
    }

    public void Attack(GameObject target)
    {
        if (target.tag == "Animal" && weaponEquipped)
        {
            Animal animal = target.GetComponent<Animal>();
            animal.health -= damage;
        }

        if (target.tag == "Tree" && weaponEquipped)
        {
            TreeChopping tree = target.GetComponent<TreeChopping>();
            tree.health -= damage;
        }

        if (target.tag == "Ore" && toolEquipped)
        {
            OreMining ore = target.GetComponent<OreMining>();
            ore.health -= damage;
        }
    }

    public void Die()
    {
        dead = true;
        Destroy(player);
        print("You died.");
    }

    public void Drink(float decreaseRate)
    {
        thirst -= decreaseRate;
    }

    public void Eat(float decreaseRate)
    {
        hunger -= decreaseRate;
    }

    public void OnTriggerStay(Collider other)
    {
        if (other.tag == "Tree")
        {
            triggeringWithTree = true;
            treeObject = other.gameObject;
        }

        if (other.tag == "Ore")
        {
            triggeringWithOre = true;
            oreObject = other.gameObject;
        }
    }

    public void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Animal")
        {
            triggeringAI = other.gameObject;
            triggeringWithAI = true;
        }
    }

    public void OnTriggerExit(Collider other)
    {
        if (other.tag == "Animal")
        {
            triggeringAI = null;
            triggeringWithAI = false;
        }
    }

I hope it helps you!

public class collisionSparks : MonoBehaviour {

    public GameObject sparks; // perfab Particles
    public float contactForce = 5.5f;

    void OnCollisionEnter (Collision hitSparks)
    {
        if (hitSparks.transform != transform && hitSparks.contacts.Length != 0)
        {
            for (var i = 0; i < hitSparks.contacts.Length; i++)
            {
                if (GetComponent<Rigidbody>().angularVelocity.magnitude > contactForce)
                {
                    Instantiate(sparks,hitSparks.contacts[i].point,Quaternion.identity);
                }
            }
        }
    }
}