IEnumerator Multiply() { yield return(new WaitForSeconds(multiplyRate)); GameObject fireClone = Instantiate(Clone, SpawnPos.transform.position, transform.rotation); fireClone.layer = 11; Napalm fireCloneScript = fireClone.GetComponent <Napalm>(); fireCloneScript.ProjectileDamage = ProjectileDamage; fireCloneScript.isDud = true; fireCloneScript.isAttachedDOT = false; Rigidbody fireCloneRb = fireClone.GetComponent <Rigidbody>(); fireCloneRb.isKinematic = false; fireCloneRb.useGravity = true; fireCloneRb.transform.rotation = new Quaternion( Random.Range(-180, 180), Random.Range(-180, 180), Random.Range(-180, 180), 0); fireCloneRb.AddForce(fireCloneRb.transform.forward * multiplyForce); yield return(new WaitForSeconds(armTime)); Collider fireCloneCol = fireClone.GetComponent <Collider>(); fireCloneCol.isTrigger = false; StartCoroutine(Multiply()); }
public override IBullet Create(Vector where) { Napalm bullet = new Napalm(BulletAdder, direction, where); ApplyDmgModifier(bullet); ApplyOnHits(bullet); return(bullet); }