public static bool DoAOEAttack(Vector3 pos, float radius, float force, float playerForce, MonsterAI Monster) { Collider[] Colliders = new Collider[0]; Colliders = Physics.OverlapSphere(pos, radius); for (int i = 0; i < Colliders.Length; i++) { MonsterAI m = Colliders[i].GetComponent <MonsterAI>(); if (m != null) { //Hit a sheep if (m.GetType().Equals(typeof(SheepAI))) { Monster.HitSheep(m.GetComponent <QuestObject>(), m, m.gameObject, force, false, Monster); } else { //Debug.Log("WTF ATTACKED PLAYER??" + m.name); //hit monster //Monster.playerAction.MonsterAttackedMonster(Monster); } } //Debug.Log("One in range"); if (Colliders[i].tag == "Player") { //Debug.Log("This on is a player"); Rigidbody body = Colliders[i].transform.GetComponent <Rigidbody>(); if (body) { //Debug.Log(playerForce); body.AddExplosionForce(playerForce, pos, radius); } PlayerActionController PAC = Colliders[i].gameObject.GetComponent <PlayerActionController>(); PAC.PlayerAttacked(Monster); return(true); } } return(false); }