private void Update() { if (Time.time - startTime > LifeSpan) { Gamef.Destroy(gameObject); } }
private void Update() { timer += Time.deltaTime; if (timer > lifespan) { Gamef.Destroy(gameObject); } }
IEnumerator DelayedStop() { if (clip != null) { yield return(new WaitForSeconds(clip.length)); Gamef.Destroy(gameObject); } }
void Death() { IsAlive = false; specialEffectHandler.CreateDestroyEffect(Caster, this, deathEffect); if (Enemy != null) { trackSystem?.StopTracking(); } Gamef.MissileClear(ID); Gamef.Destroy(gameObject); }
protected override void Stop() { Gamef.Destroy(tmp); Debug.Log("哦豁,您成功停止了生命恢复技能!"); }
protected override void Stop() { Caster.attributes.MaxV_bonus = original; Gamef.Destroy(tmp); Debug.Log("哦豁,您成功停止了速度提升技能!"); }
IEnumerator DelayDestroy() { yield return(new WaitForSeconds(DestroyDelay)); Gamef.Destroy(gameObject); }