using UnityEngine; public class DebugBuildingDestroyer : MonoBehaviour { public LayerMask interactionLayer; public float interactionRadius = 4f; private void Update() { Collider[] array = Physics.OverlapSphere(base.transform.position, interactionRadius, interactionLayer); Hp hp = null; float num = float.PositiveInfinity; Collider[] array2 = array; foreach (Collider collider in array2) { Hp componentInParent = collider.GetComponentInParent(); if (!(componentInParent.gameObject == base.gameObject) && (bool)componentInParent) { float num2 = Vector3.Distance(base.transform.position, collider.ClosestPoint(base.transform.position)); if (num2 < num) { hp = componentInParent; num = num2; } } } if ((bool)hp && Input.GetKeyDown(KeyCode.LeftShift)) { hp.TakeDamage(hp.maxHp); } } }