Esempio n. 1
0
        //void OnUnitSpawned(Health health)
        //{
        //    Debug.Log("OnUnitSpawned -- Notified!");
        //    health.OnDeathListeners += OnUnitDied;
        //}

        void OnUnitDied(UnitDeathInfo unitDeathInfo)
        {
            // Do we need to check if unitDeathInfo.DeadUnitGO is a unit we care to
            // listen to?  For example, only the player?

            Debug.Log("Alerted about unit death: " + unitDeathInfo.DeadUnitGO.name);
        }
        void Die()
        {
            // I am dying for some reason.

            // We COULD do these manually here, but what happens if
            // we add, remove, or change how these systems work?
            // Play Death Sound
            // Spawn Explosion
            // Increase Score
            // Drop Loot

            // Instead, we want to allow other systems to "listen" for our
            // death, and be alerted when that happens.

            // Let all our listeners know that we have died!
            if (OnDeathListeners != null)
            {
                UnitDeathInfo udi = new UnitDeathInfo();
                udi.DeadUnitGO = gameObject;
                OnDeathListeners(udi);
            }

            Destroy(gameObject);
        }