private void DamageDetection()
{
Collider2D[] colArray = Physics2D.OverlapCircleAll(beakHitBox.transform.position, beakHitRange);
if (colArray.Length > 0)
{
foreach (Collider2D col in colArray)
{
if (col.gameObject.TryGetComponent(out PlayerEnergy player))
{
Debug.Log("Beak contact");
player.isDamage = true;
player.isHealing = false;
player.CurrentHealth = SendDamage();
_beakHitTimeRemaining = _timeBtwnBeakHit;
beakHitOnCooldown = true;
return;
}
}
}
}

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