if (isExplosion) {
foreach (GameObject enemy in units) {
float distanceToEnemy = Vector3.Distance (transform.position, enemy.transform.position);
if (distanceToEnemy <= explosionRadius) {
Unit unit = enemy.GetComponent<Unit> ();
float proximity = (transform.position - enemy.transform.position).magnitude;
float effect = 1 - (proximity / explosionRadius);
unit.TakeDamage ((int) (damage * effect));
if (enemy.GetComponent<Setup> ().currentHealth <= 0) {
GameObject explosionDestroy = Instantiate (enemy.GetComponent<Setup> ().explosionDestroy, enemy.transform.position, Quaternion.identity);
Destroy (explosionDestroy, 1);
Destroy (enemy);
}
}
}
}