public void HumanDelete(Human human) { if (_humans.Count == 1) { _humans[0].StopRun(); _humans[0].Dead(); PlayerDead?.Invoke(); return; } if (human != null) { _humans[0].StopRun(); _humans[_humans.Count - 1].StopWaving(); PullOutHuman(human); if (_humans.Count != 1) { _humans[_humans.Count - 1].Waving(); } _humans[0].Run(); AttractCheckers(human); HumanAdded?.Invoke(_humans.Count); } }
void OnCollisionEnter(Collision other) { if (other.gameObject.CompareTag("FatalGround")) { PlayerDead?.Invoke(); StartCoroutine(DieWithDelay()); } }
public void RPC_TakeDamage() { currentHealthPoints--; healthSlider.value = currentHealthPoints; isInCooldown = true; if (currentHealthPoints == 0) { PlayerDead?.Invoke(this.transform.position); } }
private void Died() { //PlayerDead(); // Hiba, ha nincs felirakozva senki // 1. kezelési mód: /*if (PlayerDead != null) * PlayerDead();*/ // 2. kezelési mód: PlayerDead?.Invoke(); }
public void Death() { currentHP--; PlayerDead?.Invoke(); isDead = true; if (currentHP <= 0) { StartCoroutine(DeathCoroutine()); } else { StartCoroutine(RespawnCoroutine()); } }
public void RPC_TakeDamageFromEnemy() { if (isInCooldown) { return; } Debug.Log("Forced damage from enemy"); currentHealthPoints--; healthSlider.value = currentHealthPoints; if (currentHealthPoints == 0) { PlayerDead?.Invoke(this.transform.position); } }
private void InvokePlayerDead() { PlayerDead?.Invoke(this, EventArgs.Empty); }
public void OnPlayerDead() { PlayerDead?.Invoke(); }
public void PlayerDeathEvent() { PlayerDead?.Invoke(); }
void Death() //the event that lets all subscribers know u ded { PlayerDead?.Invoke(); //the exact same thing as saying "if(PlayerDead != null) { PlayerDead }" }
public static void OnPlayerDead() => PlayerDead?.Invoke();