private void OnEnemyDeath(OnDeathArgs args) { Characteristics c = args.source.GetComponent <Characteristics>(); if (c != null) { c.Experience += xp; } StartCoroutine("CheckInventoryEmpty"); }
private void OnDeath(OnDeathArgs e) { isAlive = false; animator.SetBool("isAlive", isAlive); target = null; audioSource.clip = deathSound; audioSource.Play(); EventHandler <OnDeathArgs> handler = Death; if (handler != null) { handler(this, e); } }
static DeathEvent() { if (loaded) { return; } loaded = true; Game.OnTick += delegate { foreach (var obj in ObjectManager.Get <GameObject>().Where(o => o.IsValid)) { if (obj != null) { var netid = obj.NetworkId; if (obj.IsDead) { if (!invoked.ContainsKey(netid)) { var args = new OnDeathArgs { Sender = obj, StartTick = Core.GameTickCount, EndTick = obj.IsChampion() ? ((Game.Time + ((AIHeroClient)obj).DeathDuration()) * 1000f) : int.MaxValue, Duration = obj.IsChampion() ? (((AIHeroClient)obj).DeathDuration() * 1000f) : int.MaxValue, }; invoked.Add(netid, args); OnDeath?.Invoke(args); } } else { if (invoked.ContainsKey(netid)) { invoked.Remove(netid); } } } } }; }
private void OnDeath(OnDeathArgs args) { foreach (var i in items) { if (i.obj == null) { return; } if (i.obj is MonoBehaviour) { MonoBehaviour b = i.obj as MonoBehaviour; b.enabled = i.state; } else if (i.obj is Collider) { Collider c = i.obj as Collider; c.enabled = i.state; } else if (i.obj is GameObject) { GameObject go = i.obj as GameObject; go.SetActive(i.state); } else { Debug.LogError(i.obj.name + " can't be handled by this script."); } } Animator anim = GetComponent <Animator>(); if (anim != null) { anim.SetTrigger(deathTriggerName); } }
private void Target_Death(object sender, OnDeathArgs e) { target = null; OnKilledTarget(); }
private void OnDeathCallback(OnDeathArgs args) { //print message like "World Killed you!!" with args.source.getName() GetComponent <Renderer>().material.color = Color.red; //Destroy(gameObject); }
private void PlayerDie(OnDeathArgs args) { Camera.main.GetComponent <GameCamera>().enabled = false; youDiePanel.gameObject.SetActive(true); menuInGame.enabled = false; }