public override void OnBulletImpacted(Vector3 position, Health inflicter, bool hitHealth)
    {
        if (NetworkServer.active == false)
        {
            return;
        }

        WorldEffectInWorld.Place(prefab, effects, inflicter, position, Quaternion.identity);
    }
    private IEnumerator SpawnWorldEffect()
    {
        yield return(new WaitForSeconds(spawnAfterSeconds));

        WorldEffectInWorld.Place(prefab, effects, spawnedPlayer.Health, transform.position, Quaternion.identity);
    }