protected override void _OnTarget(Gunner target, Vector3 hitPos) { RaycastHit2D[] hits = Physics2D.CircleCastAll(m_trsf.position, m_splashRadius, Vector2.zero); foreach (RaycastHit2D hit in hits) { if (hit.collider.gameObject == gameObject) { continue; } if (hit.collider.tag == "SPACESHIP_NORMAL") { SpaceShipCtrl ctrl = hit.collider.gameObject.GetComponent <SpaceShipCtrl>(); ctrl.Hit(m_splashDamage); PlayEffect(m_effect_explosion, ctrl.Position); } else if (hit.collider.tag == "SPACESHIP_DUMMY") { SpaceShipCtrl ctrl = hit.collider.gameObject.GetComponent <SpaceShipCtrl>(); ctrl.Hit(m_splashDamage); PlayEffect(m_effect_explosion, ctrl.Position); } } base._OnTarget(target, hitPos); }