private void CreateExplosion(Vector3 position)
    {
        // Show explosion effect - TODO: Add sound
        Instantiate(explosionEffect, position, Quaternion.identity);

        // Brake objects in the explosion radius
        Collider[] collidersToBrake = Physics.OverlapSphere(position, explosionRadius, breakableLayerMask);

        foreach (Collider nearbyObject in collidersToBrake)
        {
            Destructible destructable = nearbyObject.GetComponent <Destructible>();
            if (destructable != null)
            {
                destructable.Brake();
            }
        }

        // Move objects near the explosion
        Collider[] collidersToMove = Physics.OverlapSphere(position, explosionRadius, movableLayerMask);
        foreach (Collider nearbyObject in collidersToMove)
        {
            Rigidbody rb = nearbyObject.GetComponent <Rigidbody>();
            if (rb != null)
            {
                rb.AddExplosionForce(explosionForce, position, explosionRadius);
            }
        }
    }