bool ReflectorShotCB(ActionReq ar) { if (ar.a == pAction.fireReflected) // so there's no looping, just blow this up if we're hit with a reflected shot { this.DestroyCell(true); } else { this.vis = true; this.reflected = true; // mark as reflected so that UI can display the difference to owner Vector2 loc = new Vector2(Random.Range(0, this.pb.sizex - 1), Random.Range(0, this.pb.sizey - 1)); //Debug.Log("Ping! Deflected that shot : " + this.reflected.ToString()); pb.CellApplyActionReqs(new List <ActionReq> { new ActionReq(ar.t, ar.p, pAction.fireReflected, new Vector2[] { loc }) }); } return(true); }