using System.Collections; using System.Collections.Generic; using DragonLi.Core; using Mirror; using UnityEngine; public class Bomb : NetworkBehaviour { public Rigidbody rigid; public GameObject explosion_prefab; private bool _destroying = false; void Start() { if (isServer) { rigid.isKinematic = false; rigid.AddForce(transform.forward.normalized, ForceMode.Impulse); } else { rigid.isKinematic = true; } } void Update() { if (isServer && !_destroying) { if (transform.position.y <= 0) { _destroying = false; rigid.isKinematic = true; CreatExplosion(); NetworkServer.Destroy(gameObject); } } } public void CreatExplosion() { GameObject explosion = Instantiate(explosion_prefab); NetworkServer.Spawn(explosion); explosion.transform.position = transform.position; CoroutineTaskManager.Instance.WaitSecondTodo(() => { NetworkServer.Destroy(explosion); }, 2F); } }