public void ShootPeople() { var publicServants = CorrupterManager.GetCorrupterByID((int)CorrupterType.PublicServant); if (publicServants.Count > 0) { PublicServant[] closestPublicServantArray = new PublicServant[1]; float closestDistance = Screen.width; float distance; foreach (var publicServant in publicServants) { distance = Vector3.Distance(this.transform.position, publicServant.transform.position); if (closestDistance > distance) { closestDistance = distance; closestPublicServantArray[0] = publicServant as PublicServant; } } SoundManager.inst.PlaySFXOneShot(6); if (closestPublicServantArray[0] != null) { closestPublicServantArray[0].Die(); } } }
public void Die() { isHappy = true; anim.Play("Action"); CorrupterManager.Despawn(this); SoundManager.inst.PlaySFXOneShot(12); this.GetComponent <Collider>().enabled = false; //this.gameObject.SetActive(false); }