public void Dead() { dead = true; float delay = 0; if (deadEffectObj != null) { ObjectPoolManager.Spawn(deadEffectObj, targetPoint.position, thisT.rotation); } if (unitC != null) { delay = unitC.CreepDestroyed(); } if (unitT != null) { unitT.Destroy(); } if (supportRoutineRunning) { UnbuffAll(); } if (onDestroyedE != null) { onDestroyedE(this); } StartCoroutine(_Dead(delay)); }