private void Splash() { MetalSplash tmp = GameObject.Instantiate(splashPrefab, target.transform.position, Quaternion.identity); tmp.Damage = splashDamage; Physics2D.IgnoreCollision(target.GetComponent <Collider2D>(), tmp.GetComponent <Collider2D>()); }
public MetalDebuff(int splashDamage, float tickTime, MetalSplash splashPrefab, float duration, Monster target) : base(target, duration) { this.splashDamage = splashDamage; this.tickTime = tickTime; this.splashPrefab = splashPrefab; }