public void ExplodeAndDamage()
    {
        colRadius = GetComponent<SphereCollider> ().radius;

        Collider[] hitColliders = Physics.OverlapSphere(transform.position, colRadius, colliderLayerMask);

        foreach(Collider other in hitColliders){
            if ((other.gameObject.transform.parent.tag == Tags.enemy || other.gameObject.transform.parent.tag == Tags.npc || other.gameObject.transform.parent.tag == Tags.neutral) && !other.isTrigger) {
                enemyStats = other.gameObject.transform.GetComponentInParent<EnemyStats>();

                RaycastHit hit;
                originStart = gameObject.transform;
                //Debug.Log (originStart);
                direction = other.transform.position - transform.position;

                //Debug.Log (direction);
                if(Physics.Raycast (originStart.position, direction.normalized, out hit, direction.magnitude, obstacleLayerMask)){
                    //Debug.Log ("Hit environment!");
                    if(hit.distance > direction.magnitude){
                        //Debug.Log ("Damage Enemy");
                        //Calculate Damage:
                        float damage = (minDamage-maxDamage)/colRadius*direction.magnitude + maxDamage;
                        enemyStats.enemyHealth -= damage;
                        enemyStats.explosionForce = explosionForce*(damage-minDamage)/(maxDamage-minDamage);
                        enemyStats.explosionLocation = transform.position;
                        //enemyStats.explosionRadius = colRadius;

                        Quaternion newRotation = Quaternion.LookRotation(new Vector3(other.transform.position.x - transform.position.x, 0.0f, other.transform.position.z-transform.position.z), Vector3.up);
                        newRotation *= Quaternion.Euler(90,0,0);
                        enemyStats.BloodEffects("highVelocityBlunt", other.transform.position, newRotation);
                        //Instantiate (blood, other.transform.position, newRotation);
                        //Destroy (other.gameObject);
                    }

                }
                else {
                    //Debug.Log ("Damage Enemy");
                    float damage = (minDamage-maxDamage)/colRadius*direction.magnitude + maxDamage;
                    enemyStats.enemyHealth -= damage;
                    enemyStats.explosionForce = explosionForce*(damage-minDamage)/(maxDamage-minDamage);
                    enemyStats.explosionLocation = transform.position;
                    //enemyStats.explosionRadius = colRadius;
                    Quaternion newRotation = Quaternion.LookRotation(new Vector3(other.transform.position.x - transform.position.x, 0.0f, other.transform.position.z-transform.position.z), Vector3.up);
                    newRotation *= Quaternion.Euler(90,0,0);
                    enemyStats.BloodEffects("highVelocityBlunt", other.transform.position, newRotation);
                    //Instantiate (blood, other.transform.position, newRotation);
                    //Destroy (other.gameObject);
                }
            }

            if (other.gameObject.transform.parent.tag == Tags.player && !other.isTrigger) {
                playerStats = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<PlayerStats>();
                //Debug.Log (other.gameObject.name);
                RaycastHit hit;
                originStart = gameObject.transform;
                //Debug.Log (originStart);
                direction = other.transform.position - transform.position;
                //Debug.Log (direction);
                if(Physics.Raycast (originStart.position, direction.normalized, out hit, direction.magnitude, obstacleLayerMask)){
                    //Debug.Log ("Hit environment!");
                    if(hit.distance > direction.magnitude){
                        //Debug.Log ("But it was behind the explosion!");
                        float damage = (minDamage-maxDamage)/colRadius*direction.magnitude + maxDamage;
                        //Debug.Log ("Damage Player");
                        playerStats.playerHealth -= damage;
                        playerStats.explosionForce = explosionForce*(damage-minDamage)/(maxDamage-minDamage);
                        playerStats.explosionLocation = transform.position;
                        //playerStats.explosionRadius = colRadius;
                        Quaternion newRotation = Quaternion.LookRotation(new Vector3(other.transform.position.x - transform.position.x, 0.0f, other.transform.position.z-transform.position.z), Vector3.up);
                        newRotation *= Quaternion.Euler(90,0,0);
                        playerStats.BloodEffects("highVelocityBlunt", other.transform.position, newRotation);
                        //Instantiate (blood, other.transform.position, newRotation);
                        //Destroy (other.gameObject);
                    }

                }
                else {

                    float damage = (minDamage-maxDamage)/colRadius*direction.magnitude + maxDamage;

                    playerStats.playerHealth -= damage;
                    playerStats.explosionForce = explosionForce*(damage-minDamage)/(maxDamage-minDamage);
                    playerStats.explosionLocation = transform.position;
                    //playerStats.explosionRadius = colRadius;
                    Quaternion newRotation = Quaternion.LookRotation(new Vector3(other.transform.position.x - transform.position.x, 0.0f, other.transform.position.z-transform.position.z), Vector3.up);
                    newRotation *= Quaternion.Euler(90,0,0);
                    playerStats.BloodEffects("highVelocityBlunt", other.transform.position, newRotation);
                    //Instantiate (blood, other.transform.position, newRotation);

                }
            }
            // Explosion affecting other Physics objects...
            if (other.gameObject.transform.parent.tag == Tags.physicsInteractable && !other.isTrigger) {

                RaycastHit hit;
                originStart = gameObject.transform;
                //Determine vector to explosion interactable collider parent
                direction = other.transform.parent.position - transform.position;

                //Test to see if an obstacle is within range...
                if(Physics.Raycast (originStart.position, direction.normalized, out hit, direction.magnitude, obstacleLayerMask)){

                    //There is an obstacle.  Test to see if the obstacle is a PhysicsInteractable obstacle...
                    if (hit.transform.tag != Tags.physicsInteractable){
                        //If it is not PhysicsInteractable, it is a solid barrier.  Test to see if the obstacle is behind the object...
                        if(hit.distance > direction.magnitude){
                            //The obstacle is behind the object, so it is unprotected and an explosion force is added...
                            other.gameObject.transform.parent.GetComponent<Rigidbody>().AddExplosionForce(explosionForce, transform.position, colRadius);
                        }
                    }
                    else {
                        //The obstacle is PhysicsInteractable, so an explosion force is added...
                        other.gameObject.transform.parent.GetComponent<Rigidbody>().AddExplosionForce(explosionForce, transform.position, colRadius);
                    }
                }
                else {
                    //There is no obstacle in the way, and an explosion force is added...
                    other.gameObject.transform.parent.GetComponent<Rigidbody>().AddExplosionForce(explosionForce, transform.position, colRadius);
                }
            }
        }
    }