public virtual void Knockout()
 {
     state = State.UNCONSCIOUS;
     if (puppetMaster)
         puppetMaster.Kill(stateSettings);
     disableBehaviours();
 }
 public virtual void Kill()
 {
     state = State.DEAD;
     if (puppetMaster)
         puppetMaster.Kill(stateSettings);
     disableBehaviours();
 }
Esempio n. 3
0
 public virtual void Kill()
 {
     state = State.DEAD;
     if (puppetMaster)
     {
         puppetMaster.Kill(stateSettings);
     }
     disableBehaviours();
 }
Esempio n. 4
0
 public virtual void Knockout()
 {
     state = State.UNCONSCIOUS;
     if (puppetMaster)
     {
         puppetMaster.Kill(stateSettings);
     }
     disableBehaviours();
 }
 public virtual void Resurrect(float newHealth)
 {
     if (newHealth <= 0)
         return;
     state = State.ALIVE;
     health = Mathf.Max(newHealth, healthMax);
     if (puppetMaster)
         puppetMaster.Resurrect();
     enableBehaviours();
 }
Esempio n. 6
0
 public virtual void Resurrect(float newHealth)
 {
     if (newHealth <= 0)
     {
         return;
     }
     state  = State.ALIVE;
     health = Mathf.Max(newHealth, healthMax);
     if (puppetMaster)
     {
         puppetMaster.Resurrect();
     }
     enableBehaviours();
 }