public void CauldronFailed() { if (cameraAnimator != null) { cameraAnimator.Shake(); } Collider[] players = Physics.OverlapSphere(transform.position, explosionRange, explosionMask); foreach (Collider col in players) { Rigidbody rigid = col.GetComponent <Rigidbody>(); PlayerMovement playerMvt = col.GetComponent <PlayerMovement>(); if (playerMvt != null && rigid != null) { StartCoroutine(DisablePlayerMovement(playerMvt)); rigid.AddExplosionForce(explosionForce, transform.position, explosionRange, upwardsModifier); } } }