void ShowDeathPanel() { deathPanel.SetActive(true); DeathPanel dPanel = deathPanel.GetComponent <DeathPanel>(); dPanel.ShowDeathPanel(); }
void Kill() { Instantiate(CarcassPrefab, transform.position, Quaternion.identity); gameObject.SetActive(false); GameObject.Find("Player").SetActive(false); isDead = true; DeathReport.ShowDeathPanel(); CharacterSave.Delete(); }
public void Death(int currentDepth, DeathType deathType) { deathPanel.gameObject.SetActive(true); deathPanel.ShowDeathPanel(GetQuip(deathType), currentDepth, recordDepth); if (currentDepth > recordDepth) { recordDepth = currentDepth; SaveRecord(); } PauseGame(true); }