void FixedUpdate() { if (findObjects) { var physicItems = PhysicsManager.GetItemsInRange(pos, floarRange * 2); //Debug.LogError(physicItems.Count); foreach (var item in physicItems) { if (item.IsReactExplosion) { Vector2 addVelosity = item.Position - (Vector2)pos; //addVelosity.normalized item.AddVelocity(50 * addVelosity.normalized); } } findObjects = false; Destroy(gameObject); TargetManager.ExplosionDamage(pos, floarRange * 5, damage); } }