void UpdateManager_WEAPONUPDATES() { if (HasHitAUnit) { if (!this.gameObject.audio.isPlaying) { UnitDestructionManagement.SignInForDestruction(this.gameObject); } } Beam(); }
private void Die() { UpdateManager.UNITUPDATE -= UpdateManager_UNITUPDATE; HideLifebar(); // Explosion does the ExplosionsManager... StaticExploader.Exploade(1, this.transform.position); //Destruction now does the UnitDestructionsManagement... UnitDestructionManagement.SignInForDestruction(this.gameObject); }
private void Beam() { if (Visible) { BeamPosition += Step; this.gameObject.transform.localScale = GetBeamPositionScale(BeamPosition); this.gameObject.transform.position = originPosition + (this.beamPosition * this.gameObject.transform.up); this.gameObject.transform.Rotate(YAxis, rotation); if (++count >= SPEED * 2) { UnitDestructionManagement.SignInForDestruction(this.gameObject); } } }