private void Update() { if (!_onCooldown && Active && Vector2.Distance(transform.position, _followTarget.FollowTransform.position) < OptimalRange) { Collider2D[] playerToHit = Physics2D.OverlapCircleAll(AttackPos.position, AttackRadius, HitLayer); if (playerToHit.Length > 0) { foreach (var item in playerToHit) { item.GetComponentInParent <PlayerStat>().photonView.RPC("RPC_ChangeHealth", PhotonTargets.AllBuffered, -Damage, EnergyType.ToString()); } _onCooldown = true; _anim.SetTrigger(AttackAnimName); Invoke("CooldownReady", Cooldown); } } }