if (enemyOnRadar.Count != 0)
{
enemyOnRadar.Sort(delegate (Transform a, Transform b)
{
if (a == null || b == null) return 0;
return ((this.transform.position - a.position).sqrMagnitude.CompareTo((this.transform.position - b.position).sqrMagnitude));
});
}
?
Note that actually null checks are an expensive operation, due to how UnityEngine.Object implements an override of the == / != operator.
So I suggest pre-emptively either not adding object to the list, or pruning it out.