using System; using UnityEngine; public class BulletHitGround : BaseBehaviour { private bool isOnGround { get { return Physics2D.Raycast(base.transform.position, new Vector2(0f, -1f), 0.36f, LayerManager.GroundMask).collider != null; } } private void Update() { if (!this.canThrough && this.isOnGround && this.groundEffect != -1) { R.Effect.Generate(this.groundEffect, null, base.transform.position + new Vector3(0f, -0.3f, 0f), default(Vector3), default(Vector3), true); EffectController.TerminateEffect(base.gameObject); } } [SerializeField] private bool canThrough; [SerializeField] private int groundEffect = -1; }