private void FixedUpdate() { using (var hits = BoltNetwork.OverlapSphereAll(weaponPosition.position, attackRadius)) { if (mainPlayerMovementFSM.currentState == mainPlayerMovementFSM.attackingReadyState && hits.count > 0) { for (int i = 0; i < hits.count; ++i) { var hit = hits.GetHit(i); var serializer = hit.body.GetComponent <Damageable>(); if (serializer != null) { serializer.TakeDamage(1); } } } } }