private void CheckForTraps() { Vector3 checkPoint = transform.position; checkPoint.y = 0.5f; Collider[] hitColliders = Physics.OverlapSphere(checkPoint, m_DetectionRange); int i = 0; while (i < hitColliders.Length) { ITrap foundTrap = hitColliders[i].GetComponent(typeof(ITrap)) as ITrap; if (foundTrap != null) { foundTrap.TrapDetected(); } i++; } }