private void OnPlayerDeathEvent(DeathEvent_Player deathEvent)
    {
        GameObject gameObject = GetParticleOfType(deathEvent.ParticleEffectType, particleEffects[deathEvent.ParticleEffectType].ParticleEffect);

        gameObject.SetActive(true);
        gameObject.transform.position = deathEvent.Position;
        gameObject.transform.rotation = Random.rotation;
        PlayParticle(gameObject, particleEffects[deathEvent.ParticleEffectType].ParticleDuration);
    }
    protected DeathEvent_Player GetDeathEventData()
    {
        DeathEvent_Player barrelDeathEvent = new DeathEvent_Player()
        {
            HealthPoint        = this,
            Position           = transform.position,
            DeathType          = DeathType.BarrelExplosion,
            ParticleEffectType = ParticleEffectType.BodyFleshExplosion
        };

        return(barrelDeathEvent);
    }
Example #3
0
 private void OnDead(DeathEvent_Player deathEvent)
 {
     isAlive = false;
 }