void SetFalling() { foreach (Collider c in GetComponentsInChildren <Collider>()) { c.enabled = true; c.isTrigger = true; if (c.GetComponent <Rigidbody>()) { c.GetComponent <Rigidbody>().useGravity = true; } } GetComponentInChildren <WeaponInfo>().Falling(); timer = Time.time + fallTime; state = DecayState.FALLING; }
public void Activate() { timer = decayTime + Time.time; state = DecayState.DEAD; }