/// <summary> /// Indicates that the command has finished and calls the OnDeathCallback event. /// Also unpauses our game and resumes input handling if necessary. /// </summary> public override void Die() { base.Die(); // Clear our previous command reference so we don't have a memory leak with references not being released // This is really important if we have a string of commands otherwise they will not be GB until the final one is completed if (PreviousCommand != null) { PreviousCommand = null; } if (!GameHandleInput) { ParentScreen.ShouldHandleInput = true; } if (!GameUpdate) { ParentScreen.ShouldUpdate = true; } OnDeathCallback?.Invoke(this); }
public void SetCallback(OnDeathCallback callBack) { onDeathCallback = callBack; }