private void OnTriggerEnter(Collider other)
        {
            // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

            // Go through all the colliders...
            for (int i = 0; i < colliders.Length; i++)
            {
                // ... and find their rigidbody.
                Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

                // If they don't have a rigidbody, go on to the next collider.
                if (!targetRigidbody)
                {
                    continue;
                }

                // Find the TankHealth script associated with the rigidbody.
                NetworkTankHealth targetHealth = targetRigidbody.GetComponent <NetworkTankHealth>();

                // If there is no TankHealth script attached to the gameobject, go on to the next collider.
                if (!targetHealth)
                {
                    continue;
                }

                // Calculate the amount of damage the target should take based on it's distance from the shell.
                float damage = CalculateDamage(targetRigidbody.position);

                // Deal this damage to the tank.
                targetHealth.TakeDamage(damage);
            }

            if (!NetworkClient.active)  //if we are ALSO client (so hosting), this will be done by the Destroy so Skip
            {
                AddExplosionForce();
            }

            // Destroy the shell on clients as well.
            NetworkServer.Destroy(gameObject);
        }
        private void OnTriggerEnter(Collider other)
        {
            if (!active)
            {
                return;
            }
            // Find all the tanks in an area around the fist and damage them.

            //Get all coliders in the radius of the exploding fist
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

            foreach (var c in colliders)
            {
                Rigidbody targetRigidBody = c.GetComponent <Rigidbody>();
                if (!targetRigidBody)
                {
                    continue;
                }

                // Find the TankHealth script associated with the rigidbody.
                NetworkTankHealth targetHealth = targetRigidBody.GetComponent <NetworkTankHealth>();
                if (!targetHealth)
                {
                    continue;
                }

                float damage = CalculateDamage(targetRigidBody.position);
                targetHealth.TakeDamage(damage);
            }

            if (!NetworkClient.active)
            {
                AddExplosionForce();
            }
            NetworkServer.Destroy(gameObject);
        }