public void Open() { // Stop WaitAndClose if it is running StopAllCoroutines(); // Play the open door animation animator.CrossFade("open", 0.2f); open = true; // Unblock the door node so that units can traverse it again blocker.Unblock(); }
public IEnumerator Die() { if (UnitManager.Instance.CheckUnitType <AIEnemy>(this)) { InventoryManager.Instance.AddEnemyDrops(((EnemyUnitData)unitData).drops); } animationManager.TriggerAnimation(AnimationManager.deathTrigger); yield return(StartCoroutine(CheckIfDeathAnimationCompleted())); blocker.Unblock(); Destroy(gameObject, 3f); }