public virtual void Knockout() { state = State.UNCONSCIOUS; if (puppetMaster) puppetMaster.Kill(stateSettings); disableBehaviours(); }
public virtual void Kill() { state = State.DEAD; if (puppetMaster) puppetMaster.Kill(stateSettings); disableBehaviours(); }
public virtual void Kill() { state = State.DEAD; if (puppetMaster) { puppetMaster.Kill(stateSettings); } disableBehaviours(); }
public virtual void Knockout() { state = State.UNCONSCIOUS; if (puppetMaster) { puppetMaster.Kill(stateSettings); } disableBehaviours(); }
public virtual void Resurrect(float newHealth) { if (newHealth <= 0) return; state = State.ALIVE; health = Mathf.Max(newHealth, healthMax); if (puppetMaster) puppetMaster.Resurrect(); enableBehaviours(); }
public virtual void Resurrect(float newHealth) { if (newHealth <= 0) { return; } state = State.ALIVE; health = Mathf.Max(newHealth, healthMax); if (puppetMaster) { puppetMaster.Resurrect(); } enableBehaviours(); }