void OnDie() { isDead = true; var source = m_Health.LastDamageSource; if (source == null) { TelemetryLogger.LogPlayerDeath("Fall", transform.position); } else { TelemetryLogger.LogPlayerDeath("Damage", transform.position, source.name, source.transform.position); } // Tell the weapons manager to switch to a non-existing weapon in order to lower the weapon m_WeaponsManager.SwitchToWeaponIndex(-1, true); }
public override void Execute() { Simulation.Schedule <PlayerDeath>(0); TelemetryLogger.LogPlayerDeath("Fall", model.player.transform.position); }