private void HandlePlayerDiedEvent(PlayerDiedEvent diedEvent) { CustomCoroutine.WaitOneFrameThenExecute(() => { EventManager.TriggerEvent(new GameOverEvent()); Time.timeScale = 0.5f; }); }
protected override void OnRepair() { base.OnRepair(); _scrapEffect.SetActive(false); CustomCoroutine.WaitOneFrameThenExecute(() => { Attacker.enabled = true; }); _sprite.material = Faction.UnitMat; }