void _Die() { StopAllCoroutines(); BrakeArgument args = new BrakeArgument(); args.reduceFactor = 0.02f; BrakeMethod(null, args); m_rigidbody.isKinematic = true; m_animator.SetTrigger("Die"); if (GetComponent <AIStateController>()) { GetComponent <AIStateController>().DisableAI(); } Transit(CharacterState.Dead); if (dieAudio) { dieAudio.Play(); } }
private void BrakeMethod(GameObject sender, ActionArgument args) { BrakeArgument brakeArgs = args as BrakeArgument; m_rigidbody.velocity = m_rigidbody.velocity * brakeArgs.reduceFactor; }