// Impact Debris void ImpactDebris(RayfireRigid source, Vector3 impactPos, Vector3 impactNormal) { if (debris == true && source.HasDebris == true) { foreach (var sourceDebris in source.debrisList) { if (sourceDebris.onImpact == true) { RFParticles.CreateDebrisImpact(sourceDebris, impactPos, impactNormal); } } } }
// Impact Debris void ImpactDebris(RayfireRigid source, Vector3 impactPos, Vector3 impactNormal) { if (debris == true && source.HasDebris == true) { for (int i = 0; i < source.debrisList.Count; i++) { if (source.debrisList[i].onImpact == true) { RFParticles.CreateDebrisImpact(source.debrisList[i], impactPos, impactNormal); } } } }