using UnityEngine; using FishNet.Object; using FishNet; namespace Item { public class BulletComponent : NetworkBehaviour { [SerializeField] private float duration = 5f; [SerializeField] private string type = "flare"; [SerializeField] private float damageRange = 20f; [SerializeField] private float damageMagnitude = 1f; private float existed; private Item.FlareRegister register; public float DamageMagnitude => damageMagnitude; public float DamageRange => damageRange; // Start is called before the first frame update private void Start() { register = Item.FlareRegister.instance; register.bullets.Add(this); this.transform.parent = null; } // Update is called once per frame private void Update() { } private void FixedUpdate() { if (existed >= duration) { register.bullets.Remove(this); InstanceFinder.ServerManager.Despawn(gameObject); Destroy(gameObject); } existed += Time.fixedDeltaTime; } } }