private void OnActorUpdate(ActorUpdateEvent evt)
 {
     seconds -= Time.deltaTime;
     if (seconds <= 0.0f)
     {
         Destroy(actor.gameObject);
     }
 }
Example #2
0
        private void OnActorUpdate(ActorUpdateEvent evt)
        {
            elapsed += Time.deltaTime;
            if (elapsed < value)
            {
                return;
            }

            target.SetActive(false);

            // If we are still active after the call to setactive then
            // we need to stop the actor update.
            if (isActiveAndEnabled)
            {
                UnregisterHandler <ActorUpdateEvent>();
            }
        }