private void Splash()
    {
        MetalSplash tmp = GameObject.Instantiate(splashPrefab, target.transform.position, Quaternion.identity);

        tmp.Damage = splashDamage;
        Physics2D.IgnoreCollision(target.GetComponent <Collider2D>(), tmp.GetComponent <Collider2D>());
    }
 public MetalDebuff(int splashDamage, float tickTime, MetalSplash splashPrefab, float duration, Monster target) : base(target, duration)
 {
     this.splashDamage = splashDamage;
     this.tickTime     = tickTime;
     this.splashPrefab = splashPrefab;
 }