public static T FindNearestTarget <T>(Vector3 seekerPos, float searchRadius, LayerMask targetLayerMask) where T : Component { T[] targets = PhysicsUtils.OverlapSphere <T>(seekerPos, searchRadius, targetLayerMask); if (targets.Length != 0) { T nearTarget = GetNearest(seekerPos, targets); return(nearTarget); } return(null); }