public static TargetPoint[] AllTargets(Vector2 position, float range)
 {
     TargetPoint[] points = new TargetPoint[100];
     BufferedCount = Physics2D.OverlapCircleNonAlloc(
         position, range, buffer, enemyLayerMask
         );
     foreach (var x in buffer)
     {
         points.Append(x.GetComponent <TargetPoint>());
     }
     return(points);
 }