public void Eject(HitContext hitContext)
{
// initial burst
for (var i = 0; i < 10; i++)
{
var blood = Instantiate(BloodDroplet);
blood.transform.position = transform.position + new Vector3(0, .2f, 0);
blood.GetComponent<Rigidbody>().AddForce(Random.onUnitSphere.PositiveY() * Random.Range(MinForce, MaxForce));
}
// follow bullet path
for (var i = 0; i < 10; i++)
{
var blood = Instantiate(BloodDroplet);
blood.transform.position = transform.position + new Vector3(0, .2f, 0);
var path = hitContext.Direction*Random.Range(MinForce, MaxForce)*hitContext.Force;
path.y = Random.Range(0f, 250f);
blood.GetComponent<Rigidbody>().AddForce(path);
}
}
}