private void TryBurn( ) { if (!isBurning) { return; } RaycastHit2D[] hits = Physics2D.CircleCastAll(transform.position, burnRadius, Vector2.zero, 0f); foreach (var hit in hits) { Flammable other = hit.transform.gameObject.GetComponent <Flammable>( ); if (other && Random.Range(0f, 1f) <= burnChance) { other.Set(damage); } } Invoke(nameof(TryBurn), tryBurnTick); }