protected virtual void SpawnParticles() { ParticleEffect explodeEffect = PoolManager.GetPoolItem <ParticleEffect>(explodeID); int particleCount = 5; Vector3?spawnPos = transform.position; ParticleSystemOverride overrides = null; Vector3? spawnRot = null; float spawnDelay = 0.0f; float? sortYOffset = null; Transform followTransform = null; explodeEffect.Emit(particleCount, spawnPos, overrides, spawnRot, spawnDelay, sortYOffset, followTransform); }