// Use this for initialization void Start () { PowerStats = powerStats; duration = powerStats.Duration; playerHitCheck = GetComponent<EvolPlayerHitCheck>(); }
public void Activate() { Debug.Log("trigger boost"); ParticleSystem ps = GetComponentInChildren<ParticleSystem>(); playerHitCheck = PowerOwner.GetComponent<EvolPlayerHitCheck>(); _powerPs = Instantiate(ps, PowerOwner.transform.position, Quaternion.identity) as ParticleSystem; if (_powerPs != null) _powerPs.transform.parent = PowerOwner.transform; StartCoroutine(PlayEffect()); }