// May limit splash number public override bool Use(target setTarget) { if (myWeapon.GetSplash > 0) { float[] damageAry = myWeapon.GetDamageCrit(); setTarget.DealDamage(damageAry [0], myWeapon.GetDType, true); Collider[] overlappingEnemies = Physics.OverlapSphere( setTarget.gameObject.transform.position, myWeapon.GetSplash()); for (int i = 0; i < overlappingEnemies.Length; i++) { overlappingEnemies [i].GetComponent <target> ().DealDamage(damageAry [1], myWeapon.GetDType()); } } else { setTarget.DealDamage(myWeapon.GetDamageCrit[0], myWeapon.GetDType, true); } cursorController.Get.Finish(); }