// Update is called once per frame void Update() { if (isExplosion) { transform.localScale += lengthInc; if (transform.localScale.y >= lengthLim.y) { isExplosion = false; } } else { timer += Time.deltaTime; if (timer > timerDestroyLimit) { TimeSense tsense = GetComponent <TimeSense>(); if (tsense != null) { tsense.Release(); } Destroy(gameObject); } } }
protected void Release() { if (timeSense != null) { if (!timeSense.gameObject.active) { TimeInfluence = 1; timeSense = null; } } }