void Awake() { mColliderNetBhv = GetComponentInChildren <BombColliderNetBhv>(true); mColliderNetBhv.mOwner = gameObject; mFlashingTimer = Time.time + mFlashingTime; }
// called by server collider public void OnBlownAway(BombColliderNetBhv bombCollider, int damage, Vector3?impactSource = null) { if (!isServer) { return; } _health -= damage; if (mAIMode != AIMode.God && impactSource != null) { float force, radius, upMod, reverseDist; Dbg(this.transform, bombCollider.transform, out radius, out reverseDist, out force, out upMod); RpcOnBlownAway(force, radius, upMod, impactSource.Value); } }