public void BreakBreakables(Vector3 HitSpot) { Collider[] Breakables = Physics.OverlapSphere(HitSpot, DistanceToBreak); for (int i = 0; i < Breakables.Length; i++) { if (Breakables [i].GetComponent <Breakable> () != null) { Breakable ThisBreakable = Breakables[i].GetComponent <Breakable>(); if (IgnoreCrackFunction) { StartCoroutine(TemporarilyDisableCracking(ThisBreakable)); } ThisBreakable.BreakFunction(); } } }