private void Attack() { animator.SetTrigger("Attack"); isAttacking = true; playerMovement.StopDust(); Collider2D[] hits = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayer); foreach (Collider2D enemy in hits) { int rndDamage = Random.Range(minDamage, maxDamage + 1); enemy.GetComponent <Health>().TakeDamage(rndDamage); } }