private void TriggerExplosionChainReaction() { m_activeFireAndSmoke = new List <GameObject>(); if (m_impactExplosionTrigger != null) { m_impactExplosionTrigger.transform.position = m_impactPoint; m_impactExplosionTrigger.Explode(); } else { InstantiateExplosion(transform.position); InstantiateFireAndSmoke(transform.position); } }
private IEnumerator TriggerNearbyExplosions(ExplosionTrigger explosionTrigger, float delay) { yield return(new WaitForSeconds(delay)); explosionTrigger.Explode(); }