private void MiniGameFailed(object sender, OnFailedEvent onFailedEvent) { if (playerDamage == null) { playerDamage = player.gameObject.GetComponent <PlayerDamage>(); } if (playerDamage != null) { playerDamage.TakeDamage(onFailedEvent.damage); } else { Debug.LogError("Your player needs a player damage component"); } }
private void MiniGameFailed(object sender, OnFailedEvent onFailedEvent) { spawnTime = Time.time; displayedText = loseText; showMessage = true; }