2D Melee with knockback based on the "OverlapCircleAll" function

Hey, I want to make my ball get a knockback if I hit it.
My stuff so far:

void Update()
    {
        if (timeBtwAttack <= 0)
        {
            //you can attack
            if (Input.GetMouseButtonDown(0))
            {
                Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(attackPos.position, attackRange, whatIsEnemies);
                for (int i = 0; i < enemiesToDamage.Length; i++)
                {
                    enemiesToDamage*.GetComponent<Ball>().TakeDamage(damage);* 

}
timeBtwAttack = startTimeAttack;
}
}
else
{
timeBtwAttack -= Time.deltaTime;
}`

Now I want that the ball I hit goes to the over site… I want that 2 player play against each other and everybody has to hit in the correct moment to throw the ball back… Like a pong game but everyone has to hit the ball in the right way.
I hope anyone can help me…
Floryus

Hey @Floryus, I’m trying to understand your question.

i see your code does some damage to objects that fall within your circle by accessing a script named Ball on each enemy, but nothing moving anywhere, and no indication of any ball object that is supposed to move.

You’ll have to explain what the ball is (is each enemy a ball, and that is why you have script on the enemy name Ball?), and the situation of your objects set up in more detail.