public void SetMultiTarget() { _attackedTarget = target; var cols = Physics.OverlapSphere(transform.position, range, targetLayer); var bsCols = cols.Select(c => c.GetComponentInParent <BaseEntity>()).Where(bs => bs != null && bs.isAlive); var n = bsCols.Take(ActorProxy.diceScale + 1).ToHashSet(); if (!n.SetEquals(_listTarget)) { ActorProxy.SyncMultiTarget(ActorProxy.Client.Player.Identity.NetId, n.Select(d => d.id).ToArray()); } _listTarget = n; }