public virtual void ShowRange() { //Store start position. Vector2 spot = (Vector2)caster.transform.position + caster.facingDirection; RaycastHit2D[] hits; caster.CastMaskDetectMulti(spot, spot, layermask, out hits); foreach (RaycastHit2D hit in hits) { //Check if anything was hit. if (hit.transform != null) { affectedTiles.Add(hit.transform.gameObject); hit.transform.gameObject.GetComponent <SpriteRenderer>().color = highlightColor; } } }