public virtual void Death () { body.health = 0.0f; if (isAlive) { isAlive = false; Debug.Log("Death: "+gameObject.name); // --- var args = new UnitState.UnitStateEventArgs(); args.unit = behavior.unit; OnDeath(args); GlobalEvents.OnUnitDeath (behavior.unit); } }
public void SetEnergy (float f) { var old_energy = body.energy; body.energy = Mathf.Max (0.0f, Mathf.Min (f, body.energyMax)); var delta = body.energy - old_energy; // --- var args = new UnitState.UnitStateEventArgs(); args.unit = behavior.unit; args.value = body.health; args.delta = delta; OnHealthChange(args); }