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; }