using System; using Photon.Pun; using UnityEngine; public class Implosion : MonoBehaviour { public float force; public float drag; public float time; public float clampDist; private void Start() { Explosion component = GetComponent(); component.HitTargetAction = (Action)Delegate.Combine(component.HitTargetAction, new Action(HitTarget)); clampDist *= base.transform.localScale.x; force *= base.transform.localScale.x; } public void HitTarget(Damagable damageble, float distance) { DoPull(damageble, distance); } private void DoPull(Damagable damageble, float distance) { bool num = GetComponent().IsMine(); HealthHandler component = damageble.GetComponent(); CharacterData component2 = damageble.GetComponent(); _ = (Vector2)((base.transform.position - component.transform.position) * 0.25f); if (num) { component2.view.RPC("RPCA_SendForceTowardsPointOverTime", RpcTarget.All, force, drag, clampDist, (Vector2)base.transform.position, time, 0, false, false); } } }