void OnPlayerKill(PlayerKillEvent e) { StartCoroutine(WaitAndEndGameCoroutine()); if (G.Sys.chunkSpawner.chunkCount() > 1) { G.Sys.dataMaster.PlayTuto = false; } }
void Death(PlayerKillEvent e) { G.Sys.dataMaster.Death++; Event <ProgressAchievementEvent> .Broadcast(new ProgressAchievementEvent(AchievementBigType.Global, AchievementSpecificType.DeathCount, G.Sys.dataMaster.Death, false)); }
void OnKillEvent(PlayerKillEvent e) { _maxSpeed = e.speed; }
void CannotPause(PlayerKillEvent e) { CanPause = false; }