private void HandlePlayerDiedEvent(PlayerDiedEvent diedEvent)
 {
     CustomCoroutine.WaitOneFrameThenExecute(() => {
         EventManager.TriggerEvent(new GameOverEvent());
         Time.timeScale = 0.5f;
     });
 }
Esempio n. 2
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    protected override void OnRepair()
    {
        base.OnRepair();

        _scrapEffect.SetActive(false);

        CustomCoroutine.WaitOneFrameThenExecute(() => {
            Attacker.enabled = true;
        });

        _sprite.material = Faction.UnitMat;
    }