void onBossDieEvent(BossDieEvent e) { if (m_dead) { return; } m_dead = true; DOVirtual.DelayedCall(m_timeBeforeEndMessage, () => { Event <PlaySoundEvent> .Broadcast(new PlaySoundEvent(m_winClip)); m_endWinMessage.SetActive(true); }); DOVirtual.DelayedCall(m_timeBeforeBackLobby, () => SceneSystem.changeScene(m_lobbyName)); States.instance.setFiniedScene(SceneManager.GetActiveScene().name); }
void onBossDie(BossDieEvent e) { m_bossDied = true; }