private void OnPlayerDeathEvent(DeathEvent_Player deathEvent) { GameObject gameObject = GetParticleOfType(deathEvent.ParticleEffectType, particleEffects[deathEvent.ParticleEffectType].ParticleEffect); gameObject.SetActive(true); gameObject.transform.position = deathEvent.Position; gameObject.transform.rotation = Random.rotation; PlayParticle(gameObject, particleEffects[deathEvent.ParticleEffectType].ParticleDuration); }
protected DeathEvent_Player GetDeathEventData() { DeathEvent_Player barrelDeathEvent = new DeathEvent_Player() { HealthPoint = this, Position = transform.position, DeathType = DeathType.BarrelExplosion, ParticleEffectType = ParticleEffectType.BodyFleshExplosion }; return(barrelDeathEvent); }
private void OnDead(DeathEvent_Player deathEvent) { isAlive = false; }