private void OnCharacterDie(Character.Died dieEvent) { if (dieEvent.Character == _controlledCharacter) { Destroy(null); } }
private void OnCharacterDie(Character.Died diedEvent) { if (_charactersInRoom.Remove(diedEvent.Character)) { EventSystem.RaiseEvent(new CharacterDied() { Room = this }); if (_charactersInRoom.IsEmpty()) { EventSystem.RaiseEvent(new EveryoneDied { Room = this }); } } }
private void OnCharacterDie(Character.Died diedEvent) { Instantiate(CharacterDeathEffect, diedEvent.Character.Pawn.position, diedEvent.Character.Pawn.rotation); }
private void OnEvent(Character.Died diedEvent) { NotifyTrigger(); //Debug.Log( diedEvent.character ); }