/// <summary> /// When the enemy died signal. /// </summary> /// <param name="aEnemyThatDied_gameobject">A enemy that died_gameobject.</param> private void _onEnemyDiedSignal (EnemyUI aEnemyThatDied_enemyui) { // _doRemoveEnemyAfterTime (aEnemyThatDied_enemyui, 2f); // CancelInvoke ("_doCheckRoundAndGameStatusAfterTime"); Invoke ("_doCheckRoundAndGameStatusAfterTime", 2.5f); }
/// <summary> /// Do remove enemy after time. /// </summary> /// <param name="aEnemyThatDied_gameobject">A enemy that died_gameobject.</param> /// <param name="aDelay_float">A delay_float.</param> private void _doRemoveEnemyAfterTime (EnemyUI aEnemyThatDied_enemyUI, float aTotalTimeUntilDestory_float ) { // iGameModel.currentRoundDataVO.removeEnemy (aEnemyThatDied_enemyUI.gameObject); aEnemyThatDied_enemyUI.doTweenToSinkIntoGround(); // Destroy (aEnemyThatDied_enemyUI.gameObject, aTotalTimeUntilDestory_float); }