//When This Object Alive We Called ServerHandleDie Method, If Health = 0 Then Raise This Event public override void OnStartServer() { //Subscribe This Event //Health is 0 Then Destro Base health.ServerOnDie += ServerHandleDie; //Adding Base To The List ServerOnBaseSpawned?.Invoke(this); }
public override void OnStartServer() { //Subscribe to event health.ServerOnDie += HandleBaseDeath; //Invoke triggers the event ServerOnBaseSpawned?.Invoke(this); }
public override void OnStartServer() { base.OnStartServer(); health.ServerOnDie += ServerHandleDie; ServerOnBaseSpawned?.Invoke(this); }
public override void OnStartServer() { //On unitbase spawn invoke subscribe to health & invoke baseSpawned event. health.ServerOnDie += ServerHandleDie; ServerOnBaseSpawned?.Invoke(this); }
public static event Action <UnitBase> ServerOnBaseDespawned; // if base destroyed, it is removed from list of bases. When only one, then game's done. #region Server public override void OnStartServer() { health.ServerOnDie += ServerHandleDie; // subscribing to the event ServerOnBaseSpawned?.Invoke(this); }