private void PushBalloon() { Collider2D[] collider2DArray = Physics2D.OverlapCircleAll(transform.position, forceRadius); foreach (Collider2D collider2D in collider2DArray) { if (collider2D.CompareTag("Player")) { Balloon balloon = collider2D.GetComponent <Balloon>(); Vector2 forceDirection = balloon.transform.position - transform.position; Debug.DrawRay(transform.position, forceDirection); float angle = Vector2.Angle(forceDirection, transform.up); if (angle <= forceAngle) { balloon.AddForceToDirection(forceDirection, forcePower); // Debug.Log("Force Applied"); } else { // Debug.Log("No Force Applied"); } } } }