// LateUpdate void LateUpdate() { base.LateUpdate(); float r, g, b, a; Color color; // hande shadow-specific effects switch (m_Anim) { case "Fade": color = m_SpriteColor; a = m_SpriteRenderer.color.a; r = color.r; g = color.g; b = color.b; m_SpriteRenderer.color = new Color(r, g, b, a - a * Time.deltaTime * .75f); if (m_SpriteRenderer.color.a <= .1) { m_DuelController.stopDuel(); DestroyImmediate(gameObject); } break; } }
// ProcessDead protected override void ProcessDead() { m_DuelController.stopDuel(); }