private void OnCollisionEnter(Collision collision) { if (gameObject.transform.position.x >= 70 && collision.collider.name == "Ground") { MissionDemolition.ExplosionView(); gameObject.SetActive(false); } if (collision.collider.name != "Ground" && collision.collider.name != "CastleGround" && collision.collider.name != "Mario" && collision.collider.tag != "Dummy Projectile" && collision.collider.tag != "HoldingProjectile" && transform.tag != "Dummy Projectile") { print(collision.collider.name); MissionDemolition.ExplosionView(); bomb = this.gameObject; MissionDemolition.PlaySound(3); Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); foreach (Collider hit in colliders) { if (hit.tag == "Brick") { DestroyObject(hit.gameObject); } else if (hit.tag == "Finish") { hit.GetComponent <BowserGoal>().bowserDeath(); } else { Rigidbody rb = hit.GetComponent <Rigidbody>(); if (rb != null) { rb.AddExplosionForce(power, explosionPos, radius, 3.0F, ForceMode.Impulse); } } } bomb.SetActive(false); } }