private void OnCharacterDeath(Character target, Character killer) { if (target.monStat == null) { return; } TreasureClass tc = target.monStat.treasureClass[0].normal; tc = tc.Upgraded(target.level); Drop(tc, target.transform.position, target.level); }
private void OnUnitDeath(Unit target, Unit killer) { if (target.monStat == null) { return; } TreasureClass tc = target.monStat.treasureClass[0].normal; if (tc == null) { return; } tc = tc.Upgraded(target.level); Drop(tc, target.transform.position, target.level); }