void Attack() { //animate.Attacks(); hitInfo = Physics.OverlapSphere(hitBox.position, hitRange, hitMask); if (activeWeapon == 1) { damage = swordDamage; } else if (activeWeapon == 2) { damage = axeDamage; } if (hitInfo.Length != 0) { foreach (Collider c in hitInfo) { //c.gameObject.SendMessage("GetHit", damage, SendMessageOptions.DontRequireReceiver); if (c.gameObject.tag == "Grass") { animate.CutGrass(); } else if (c.gameObject.tag == "Tree") { if (activeWeapon == 1) { damage = 0; } else if (activeWeapon == 2) { damage = 10; } animate.Attacks(); } else { animate.Attacks(); } c.gameObject.SendMessage("GetHit", damage, SendMessageOptions.DontRequireReceiver); } } else { animate.Attacks(); } }