protected virtual void Death() { IsAlive = false; if (Enemy != null) { trackSystem?.StopTracking(); } Gamef.MissileClear(ID); OnDeath.Invoke(); StartCoroutine(DelayDestroy()); }
void Death() { IsAlive = false; specialEffectHandler.CreateDestroyEffect(Caster, this, deathEffect); if (Enemy != null) { trackSystem?.StopTracking(); } Gamef.MissileClear(ID); Gamef.Destroy(gameObject); }