How to take enemy damage by explosion?

Please help me how to take enemy damage by explosion idont iknow what function i use… please…

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Explosion : MonoBehaviour {

private Collider[] hitColliders;
public float blastRadius;
public float explosionPower;
public LayerMask explosionLayers;

void OnCollisionEnter (Collision col) {

	Destroy(gameObject);
	ExplosionWork(col.contacts[0].point);

}

void ExplosionWork(Vector3 explosionPoint) {

	hitColliders = Physics.OverlapSphere(explosionPoint, blastRadius, explosionLayers);

	foreach(Collider hitCol in hitColliders)
	{
		//Debug.Log(hitCol.gameObject.name);
		if(hitCol.GetComponent<Rigidbody>() != null)
		{
			hitCol.GetComponent<Rigidbody>().AddExplosionForce(explosionPower, explosionPoint, blastRadius,1, ForceMode.Impulse);
		}
	}

}

}

lol. For those who facing this problem try this. i figured it out by my self.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Explosion : MonoBehaviour {

private Collider[] hitColliders;
public float blastRadius;
public float explosionPower;
public LayerMask explosionLayers;

void OnCollisionEnter (Collision col) {

	Destroy(gameObject);
	ExplosionWork(col.contacts[0].point);

}

void ExplosionWork(Vector3 explosionPoint) {

	hitColliders = Physics.OverlapSphere(explosionPoint, blastRadius, explosionLayers);

	foreach(Collider hitCol in hitColliders)
	{
		//Debug.Log(hitCol.gameObject.name);
		enemyDied enemy1 = hitCol.GetComponent<enemyDied>();
		enemyDied2 enemy2 = hitCol.GetComponent<enemyDied2>();
		enemyDied3 enemy3 = hitCol.GetComponent<enemyDied3>();

		if(enemy1 != null)
		{
			enemy1.enemyLife -= 3;
			print("damaged");
		}

		if(enemy2 != null)
		{
			enemy2.enemyLife -= 3;
			print("damaged");
		}
	
		if(enemy3 != null)
		{
			enemy3.enemyLife -= 3;
			print("damaged");
		}

		if(hitCol.GetComponent<Rigidbody>() != null)
		{
			hitCol.GetComponent<Rigidbody>().AddExplosionForce(explosionPower, explosionPoint, blastRadius,1, ForceMode.Impulse);
		}
	}

}

}