using UnityEngine; namespace RoR2.Projectile; public class ProjectileFireEffects : MonoBehaviour { public float duration = 5f; public int count = 5; public GameObject effectPrefab; public Vector3 randomOffset; private float timer; private float nextSpawnTimer; private void Update() { timer += Time.deltaTime; nextSpawnTimer += Time.deltaTime; if (timer >= duration) { Object.Destroy(base.gameObject); } if (nextSpawnTimer >= duration / (float)count) { nextSpawnTimer -= duration / (float)count; if ((bool)effectPrefab) { Vector3 vector = new Vector3(Random.Range(0f - randomOffset.x, randomOffset.x), Random.Range(0f - randomOffset.y, randomOffset.y), Random.Range(0f - randomOffset.z, randomOffset.z)); EffectManager.SimpleImpactEffect(effectPrefab, base.transform.position + vector, Vector3.forward, transmit: true); } } } }