private void FixedUpdate() { Vector3 sourcePosition = GetSourcePosition(); Collider[] colliders = Physics.OverlapSphere(sourcePosition, poisoningRadius); foreach (Collider c in colliders) { if (c.gameObject != gameObject) { Explosive explosive = c.gameObject.GetComponent <Explosive>(); if (explosive != null) { explosive.AddPoisoning(GetCorrectPoisoningAmount(c, sourcePosition)); } } } }