private void Start() { thisMissile = GetComponent <Missile>(); // rigidbody = GetComponent<Rigidbody>(); Networker.MissileUpdate += MissileUpdate; thisMissile.OnDetonate.AddListener(new UnityEngine.Events.UnityAction(() => { Debug.Log("Missile detonated: " + thisMissile.name); })); if (thisMissile.guidanceMode == Missile.GuidanceModes.Bomb) { foreach (var collider in thisMissile.GetComponentsInChildren <Collider>()) { collider.gameObject.layer = 9; } } if (thisMissile.guidanceMode == Missile.GuidanceModes.Optical) { foreach (var collider in thisMissile.GetComponentsInChildren <Collider>()) { collider.gameObject.layer = 9; } } thisMissile.explodeRadius *= 1.8f; thisMissile.explodeDamage *= 0.75f; traverse = Traverse.Create(thisML); traverse.Field("detonated").SetValue(true); }