// FLAME THROWER // public void FlameThrowerRoutine(Player player, GameObject origin, GameObject target, Object flame, float baseDamage, float effectiveRange, float length) { GameObject worldFlame = Instantiate(flame, player.gunbarrel.position, Quaternion.identity) as GameObject; worldFlame.transform.parent = player.transform; FlameThrowScript ft = worldFlame.GetComponent <FlameThrowScript>(); ft.castedPlayer = player; ft.effectiveRange = effectiveRange; ft.damage = baseDamage; StartCoroutine(DelayedDisable(ft, length)); Destroy(worldFlame, length); }
IEnumerator DelayedDisable(FlameThrowScript ft, float length) { yield return(new WaitForSeconds(length - 0.5f)); ft.dissipate = true; }