using System.Collections; using UnityEngine; public class ProjectileFX : MonoBehaviour { [SerializeField] private GameObject bleedingPS; [SerializeField] private GameObject burrningPS; [SerializeField] private GameObject poisonPS; public void SetFX(float bleeding, float burning, float poison, float slow, bool arcane) { if (OptionsMenu.instance.extraProjectileEffects) { if (bleeding > 0f) { bleedingPS.SetActive(value: true); } if (burning > 0f) { burrningPS.SetActive(value: true); } if (poison > 0f) { poisonPS.SetActive(value: true); } } } public void OnDetach() { StartCoroutine(Die()); } private IEnumerator Die() { bleedingPS.GetComponent().Stop(withChildren: true); burrningPS.GetComponent().Stop(withChildren: true); poisonPS.GetComponent().Stop(withChildren: true); yield return new WaitForSeconds(1.1f); Object.Destroy(base.gameObject); } }