This is a simple script which transforms bullets when the emitter that fired them is destroyed (typically when an enemy/player dies).
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In this example we made sure to [A]
reference the namespace that all shots belong to. [B]
inherit from one of the existing shot classes. [C]
Override the base Update() and implement our own procedure after all base Update() methods have been called. [D]
Call the OnEmitterDestroyedOnce() event that fires once after the emitter has been destroyed, and pass in a custom procedure. [E]
Call RePoolOrDestroy() directly to perform cleanup, destroying the unwanted bullets.
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The resulting behavior instantiates the Coin prefab, producing the effect of turning the shots into collectible items when the enemy is destroyed.