//After death animation this disables sprite renderer and calls TriggerLevelEnd IEnumerator DestroyMe() { yield return(new WaitForSeconds(1.2f)); dragonType.ClearSprite(); Instantiate(Splatter, transform.position, Quaternion.identity); }
//After death animation this disables sprite renderer and calls TriggerLevelEnd //needs to be modified to restart level instead of advancing to next IEnumerator DestroyMe() { yield return(new WaitForSeconds(1.2f)); dragonType.ClearSprite(); GameObject mySplatter = Instantiate(Splatter, transform.position, Quaternion.identity) as GameObject; FindObjectOfType <EventManager>().TriggerLevelEnd(); }