public void CreateExplosion(Vector2 pos, float force, float range, float upwards) { var targets = GetRigidbodiesInRange(pos, range); foreach (Rigidbody2D r in targets) { Debug.Log(r); if (!r.gameObject.Equals(gameObject)) { if (r.gameObject.GetComponent <Explosive>() != null) { Debug.Log("Shit should work!"); Explosive explode = r.gameObject.GetComponent <Explosive>(); if (!explode.isDone() && explode.isActive()) { explode.Explode(); } } else { r.AddExplosionForce(force, pos, range, upwards); } } } }