void Update() { if (Time.time > timer) { transform.localScale *= 0.9f; timer = Time.time + 0.1f; count += 1; if (count == 8) { GameObject.Destroy(gameObject); GameObject scorch = (GameObject)GameObject.Instantiate(scorchMark, transform.position, Quaternion.identity); GameObject.Destroy(scorch, 1); for (int i = 0; i < 3; i++) { Vector3 pos = transform.position; pos.x += UnityEngine.Random.Range(-10, 10) / 10.0f; pos.y += UnityEngine.Random.Range(-10, 10) / 10.0f; GameObject exp = (GameObject)GameObject.Instantiate(explosion, pos, Quaternion.identity); GameObject.Destroy(exp, 1); } if (NetworkServer.active) { Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, 2.0f); foreach (var hit in hits) { TankCombat hitTc = hit.GetComponent <TankCombat>(); if (hitTc != null) { int side = Missile.GetHitSide(transform.position, hit.transform.position, hit.transform.right); hitTc.GotHitByMissile(side, 50, team); } } } } } }