private void ManageDeadAfterImpact(Impactable source) { if (source.IsDead()) { playerDeadOutput.Die(); } }
private void ManageDeadAfterImpact(Impactable destiny) { if (destiny.IsDead()) { enemyDeadOutput.Die(); } }
public void OnCollision(Impactable source, Impactable destiny) { impactService.DoImpact(destiny, source); playerDataOutput.Log("Player collision! HP remaining: " + source.Life); ManageDeadAfterImpact(source); }
public void DoImpact(Impactable source, Impactable destiny) { destiny.SufferImpact(source.ImpactOutput()); }