public void AreaStun(Vector3 center, float radius, float damage, float duration, GameObject source, int attackMask) { Collider[] hitColliders = Physics.OverlapSphere(center, radius, attackMask); for (int i = 0; i < hitColliders.Length; i++) { cache = hitColliders[i].gameObject.GetComponent<UnitStats>(); cache.TakeDamage(damage); if (!cache.stunImmunity) cache.ApplyStatus(UnitStats.statusEffects.stun, duration); } }