void setTheDeathType() { switch(m_deathType) { case DEATHYPE.None: m_deathTypeDelegate = DeathByNone; break; case DEATHYPE.Sleep: m_deathTypeDelegate = DeathBySleeping; break; case DEATHYPE.Destroy: m_deathTypeDelegate = DeathByDestruction; break; } StartCoroutine(myTimeIsOver(m_timeTillDeath,m_deathTypeDelegate)); }
IEnumerator myTimeIsOver(float p_sec,deathTypeDelegate p_del ) { yield return new WaitForSeconds(p_sec); p_del(); }