public override void OnBulletImpacted(Vector3 position, Health inflicter, bool hitHealth) { if (NetworkServer.active == false) { return; } WorldEffectInWorld.Place(prefab, effects, inflicter, position, Quaternion.identity); }
private IEnumerator SpawnWorldEffect() { yield return(new WaitForSeconds(spawnAfterSeconds)); WorldEffectInWorld.Place(prefab, effects, spawnedPlayer.Health, transform.position, Quaternion.identity); }