void explosionDamage() { Collider[] hitColliders = Physics.OverlapSphere(_aliveObject.transform.position, 0.4f); int i = 0; while (i < hitColliders.Length) { if (hitColliders[i].gameObject.tag.Equals("EnemyObject")) { hitColliders[i].SendMessage("hit", damage + _aliveObject.GetComponent <PlayerController>().getDamage() * _aliveObject.level); } i++; } }