private void CheckForFalling() { if (Alive && (_charController.velocity.y < _fallingSpeedThreshold)) { Alive = false; _glc.NotifyPlayerDeath(); } }
private void CheckPlayerKill() { // Check if persecutor is in killing range of player character if (Vector3.Distance(playerCharacter.transform.position, agent.transform.position) <= killDistance) { _glc.NotifyPlayerDeath(); StopHaunting(); // ANIMATION TRIGGER IN ANIMATOR } }