using UnityEngine; public class SelfDestructWhenInRangeOf : MonoBehaviour { [SerializeField] private TargetPriority selfDestructIfInRangeOf; [SerializeField] private float checkInterval = 0.5f; private float timeTillNextCheck; private Hp hp; private void Start() { hp = GetComponent(); timeTillNextCheck = checkInterval; } private void Update() { timeTillNextCheck -= Time.deltaTime; if (timeTillNextCheck <= 0f) { timeTillNextCheck = checkInterval; if (selfDestructIfInRangeOf.FindClosestTaggedObject(base.transform.position) != null && (bool)hp) { hp.TakeDamage(1E+09f); } } } }