void Explode() { audioSourse.PlayOneShot(explodeSound); print(audioSourse); Instantiate(explodeEffect, transform.position, transform.rotation); Collider[] enemyHealth = Physics.OverlapSphere(transform.position, radius); foreach (Collider nearbyObject in enemyHealth) { EnemyHealth health = nearbyObject.GetComponent <EnemyHealth>(); HealthManager healthM = nearbyObject.GetComponent <HealthManager>(); if (health != null) { health.EnemyHealthCheck(damage); } if (healthM != null) { healthM.Health(damage); } } Collider[] colliderToDestroy = Physics.OverlapSphere(transform.position, radius); foreach (Collider nearbyObject in colliderToDestroy) { Rigidbody rb = nearbyObject.GetComponent <Rigidbody>(); if (rb != null) { rb.AddExplosionForce(force, transform.position, radius); } } Collider[] colliderToMove = Physics.OverlapSphere(transform.position, radius); foreach (Collider nearbyObject in colliderToMove) { Rigidbody rb = nearbyObject.GetComponent <Rigidbody>(); if (rb != null) { rb.AddExplosionForce(force, transform.position, radius); } } render.enabled = false; Destroy(gameObject, 4); }