public override void CheckCollidersInArray(Collider2D[] colliders, int amount) { detectedColliders.Clear(); if (colliders.Length == 0) { return; } for (int i = 0; i < amount; i++) { IKillable foundCollider = colliders[i].GetComponent <IKillable>(); if (foundCollider != null) { Enemy.Enemy enemy = colliders[i].GetComponent <Enemy.Enemy>(); if (enemy != null && !enemy.IsDead()) { detectedColliders.Add(foundCollider); } } } }