void onHit() { GameObject[] creeps = GameObject.FindGameObjectsWithTag("Creep"); foreach (GameObject creep in creeps) { if (creep != null) { float dFromCenter = Vector3.Distance(creep.transform.position, this.transform.position); //Debug.Log(dFromCenter); if (dFromCenter < radius) { //splash removed //float splashDamage = ((radius - dFromCenter)/radius)*damage; creep c = (creep)creep.GetComponent("creep"); c.hit(damage); c.applyStatus((creepStatus)statusEffect, potency); } } } Destroy(this.gameObject); }