Collider GetDamageCollider() { if (emitTransform != null) { Vector3 direction = transform.position - emitTransform.position; RaycastHit[] hitsInfos = Physics.SphereCastAll(emitTransform.position, DamageRadius, direction, direction.magnitude + 0.5f); hitsInfos = AiUtil.SortHitInfoFromDistance(hitsInfos); foreach (RaycastHit hitInfo in hitsInfos) { if (!IsIgnoreCollider(hitInfo.collider)) { return(hitInfo.collider); } } } return(null); }