private void CallStaticDeath(DeathArgs args) { if (Death != null) { Death(args); } }
void OnDeath(Component sender, DeathArgs args) { m_UI.OnDeath(); if (DeathUnit != null) { DeathUnit(this, args); } }
private void RestoreHealth(DeathArgs deathArgs) { GameObject restoreTarget = deathArgs.Origin; if (restoreTarget && restoreTarget.TryGetComponent <IHealable>(out var healable)) { healable.TakeHeal(new HealArgs(gameObject, gameObject, restoreAmount)); } }
void OnDeathUnit(PlayerMainControl unit, DeathArgs args) { if (unit.Player.IsMine) { StartCoroutine(WaitRespawnPlayer(unit)); } else if (unit.Player.IsServer) { StartCoroutine(WaitRespawnUnit(unit)); } }
private void OnSelfDied(DeathArgs deathArgs) { GameObject bonusTarget = deathArgs.Origin; if (bonusTarget.TryGetComponent <IAttachmentHolder>(out var attachmentHolder)) { var instance = Instantiate(bonusPrefab); attachmentHolder.Attach(instance.transform, Vector3.zero); } Destroy(gameObject); }
void OnDeathUnit(PlayerMainControl unit, DeathArgs args) { if (PlayerDeathEvent != null) { PlayerDeathEvent(unit, args); } if (PlayerKillEvent != null) { var killer = GetPlayerControl(args.Killer); PlayerKillEvent(new PlayerKillArgs(killer, unit)); } }
void OnDeathEvent() { m_DirtyIsLived = false; var deathArgs = new DeathArgs(dmgArgs, gameObject); //deathArgs.Damage = dmgArgs; //BeforeDeath(this, deathArgs); //EmptyDeath(); DeathEvent(this, deathArgs); //UnitStaticEvents.Death(this, deathArgs);//Костыль }
private void OnSelfDied(DeathArgs deathArgs) { RestoreHealth(deathArgs); Destroy(gameObject); }
void OnDeathUnit(PlayerMainControl control, DeathArgs args) { }
public virtual void OnDeath(DeathArgs args) { Death?.Invoke(this, args); }
private void OnDied(DeathArgs obj) => physicsSwitcher.Switch(PhysicsState.Ragdoll);
private void OnTwoDied(DeathArgs obj) { FighterID winnerID = fighterOneHealth.GetComponent <FighterIdentifier>().FighterID; SetGameOver(winnerID); }