private void ResetBomb()
 {
     m_bombMesh = GetComponentInChildren <AmmoMesh>();
     m_bombMesh.gameObject.SetActive(true);
     m_isExploded = false;
     m_fuseLeft   = m_fuseTime;
 }
        public void SetTimerAndRadius(float fuseTime, float effectRadius, float effectDuration)
        {
            m_fuseTime       = fuseTime;
            m_effectRadius   = effectRadius;
            m_effectDuration = effectDuration;
            m_bombMesh       = GetComponentInChildren <AmmoMesh>();

            ResetBomb();
        }
 private void ResetBomb()
 {
     if (!m_ammoMesh)
     {
         m_ammoMesh = GetComponentInChildren <AmmoMesh>();
     }
     m_ammoMesh.gameObject.SetActive(true);
     m_isExploded   = false;
     m_lifespanLeft = m_lifespan;
     m_scanning     = false;
 }