ParticleEmitter Question

Hello, i have the below code:

using UnityEngine;
using System.Collections;

public class PlayerStatus : MonoBehaviour {

public int Lives = 5;
// public ParticleEmitter EnemyXplode;
//
// public void OnGUI(){
// GUI.Label(new Rect(10, 10, 100, 30), System.String.Format(“LIVES: {0}”, Lives));
// }
//
// public void OnTriggerEnter(Collider collider) {
// Lives–;
// Vector3 enemy_pos = collider.transform.position;
// Destroy(collider.gameObject);
// ParticleEmitter xplode = (ParticleEmitter)Instantiate(EnemyXplode, enemy_pos, Quaternion.identity);
// //ParticleEmitter xplode = (ParticleEmitter)Instantiate(EnemyXplode, enemy_pos, Quaternion.identity);
// xplode.Emit();
// }
public GameObject Thing;

public void OnGUI() {
GUI.Label(new Rect(20, 20, 100, 20), System.String.Format(“LIVES: {0}”, Lives));
}

public void OnTriggerEnter(Collider collider) {
Lives–;

Vector3 enemy_position = collider.transform.position;
Destroy(collider.gameObject);

ParticleEmitter explosion = (ParticleEmitter)Instantiate(Thing, enemy_position, Quaternion.identity);
explosion.Emit();

}
}

I can only drag and drop the particle emitter prefab into the player object if i invoke the public GameObject Variable; however the how-to guide i was reading told me to use public ParticleEmitter Variable; If i use the ParticleEmitter variable type, it will not let me drag and drop the particle effect, however if i use the GameObject it will, but the script won’t work, i can an error about “can’t cast from source”. Any ideas?

Okay i figued out how to make the prefab assignable, you have to use the ParticleSystem instead of ParticleEmitter, i guess the guide is for an older version, however under the current code, once an object collides and the effect is displayed a few moments later, the generic particle effect icon is showing up on the screen, the old guide said to check the autodestroy box, which i assume is no longer available, so i added the f ollowing but it doesn’t seem to work:

Destroy(particleSystem.gameObject);

Well im full of answering myself today, but i will leave this here just in case someone else runs into the issue, to destroy with the ParticleSystem…system. You need to call Destroy with the variable assigned to the Instantiate, in the above code it would be:
Destroy(Thing, 3); WHere 3 is the seconds to destroy