Setting timed detonations with the detonator kit

Well I imported the detonator package, really liked it, and wanted to use it for force power type things, for which it worked well. The problem was I also wanted it to do some cool effects for animations, like ex/ a pic of the earth having one nuke going off on it, then 4 more, then a whole bunch of them, but how do I set a time constraint, so that they will go on after x seconds?

At the top it mentions explode() can set it off after a time, but I have no idea how to format that. I think it may be simplier than actually rewritting an addtional code.

You can write a script to do it, using one of the following two methods:

Coroutines

Use a coroutine, something like this:

void Start()
{
     StartCoroutine(BlowStuffUp());
}

IEnumerator BlowStuffUp()
{
     yield return new WaitForSeconds(5);
     // Spawn explosion here
     yield return new WaitForSeconds(3);
     // Spawn more of them here
}

Invoke

Use Invoke(), like this:

void Start()
{
     Invoke("Detonate", 3);
}

void Detonate()
{
     // Spawn explosion(s) here.
}

Edit:

Since you edited your post and asked yet another question, you use Detonator simply by instantiating one of the prefabs it gives you. When a detonator object is spawned, it explodes, and then it automatically cleans itself up when it's done, so all you need to do is `Instantiate()` one of the prefabs.

Uncheck the explodeOnStart option, and then ,in your code, call the Explode() method whenever you want.