using System.Collections; using System.Collections.Generic; using UnityEngine; public class HitCheck_Particle : ResourcePool { System.Action OnCreate; public void OnInitialized(Character owner, System.Action onCreate) { OnCreate = onCreate; } [Space(10)] public ParticleSystem part; public float offset = 0.01f; private List collisionEvents = new List(); void OnParticleCollision(GameObject other) { int numCollisionEvents = part.GetCollisionEvents(other, collisionEvents); for (int i = 0; i < numCollisionEvents; i++) { Vector3 pos = collisionEvents[i].intersection + collisionEvents[i].normal; pos.y = offset; OnCreate(pos); } } }