using UnityEngine; public class debris_force_big : MonoBehaviour { private float t; public float delay = 0.7f; private bool expl; private void Start() { GetComponent().enabled = false; } private void explo() { expl = true; GetComponent().enabled = true; base.transform.eulerAngles = new Vector3(Random.Range(-0f, -45f), Random.Range(-180f, 180f), 0f); GetComponent().AddRelativeForce(Vector3.forward * 30f * Random.Range(1f, 1.5f)); base.transform.localScale = new Vector3(Random.Range(0.9f, 1.4f), Random.Range(0.8f, 1.2f), Random.Range(0.9f, 1.4f)); } private void Update() { t += Time.deltaTime; if (t >= delay) { GetComponent().material.color += (new Color(1f, 1f, 1f, 1f) - GetComponent().material.color) / 30f; } } private void FixedUpdate() { if (t >= delay) { if (!expl) { explo(); } GetComponent().AddForce(-Vector3.up / 2f); } } }