public override void OnBreak() { Collider2D[] objects = Physics2D.OverlapCircleAll( transform.position , radius , entityLayer ); if ( objects.Length > 0 ) { // If we truly have colliders in our array. Entity[] ents = new Entity[ objects.Length ]; int i; for ( i = 0 ; i < objects.Length ; i++ ) { Entity tmp = objects[ i ].GetComponent< Entity >(); if ( tmp != null ) ents[ i ] = tmp; } // Damage all near entities. CombatManager.AreaDamage( ents , damageAmount ); // Area damage is direct damage type. (No armor calculations) // Create fading text effects for each entity. EffectManager.instance.CreateFadingTextForEntities( ents , "-" + damageAmount , Color.red ); } base.OnBreak(); }