Learning to use Physics2D.Overlap..., Obtaining wrong Collider

I’m currently trying to use Physics2D.OverlapCircleNonAlloc, when I use this for some reason it sends back my game-object holding the scrits collider rather than a subject that entered.

using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using CrashKonijn.Goap.Classes;
using CrashKonijn.Goap.Interfaces;
using CrashKonijn.Goap.Sensors;
using UnityEngine;

public class CharcterTargetSensor : LocalTargetSensorBase, IInjectable
{
    private CharcterConfigSO charcterConfigSO;
    CharcterSensor charcterSensor;
    Collider2D[] collider2Ds = new Collider2D[1];
    AttackConfigSO attackConfigSO;

Transform transform;
    public override void Created()
    {
       
    }

    public void Inject(DependencyInjector injector)
    {
        attackConfigSO = injector.attackConfigSO;
    }

    public override ITarget Sense(IMonoAgent agent, IComponentReference references)
    {
        charcterConfigSO = agent.GetComponent<CharcterConfigSO>();
        charcterSensor = agent.GetComponent<CharcterSensor>();
        

        if(Physics2D.OverlapCircleNonAlloc (agent.transform.position, charcterConfigSO.AttackRadius, collider2Ds, attackConfigSO.AttackableLayermask) > 0)
        {
            Debug.Log("overlap" + collider2Ds[0].transform.position);
            return new TransformTarget(collider2Ds[0].transform);
        }
        return null;
    }

    public override void Update()
    {
    }
   
}