private void Blow() { _explosion.Blow(); _rb.velocity = Vector3.zero; Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, _detonate_radius); foreach (Collider2D collider in colliders) { if (collider.TryGetComponent(out Damagable component)) { if (component.is_enemy != is_enemy) { component.TakeDamage(damage); } } } HandleBlowAnimation(); }