public override void doActions() { if (!death) { elapsedTime = 0.0f; death = true; rot.Die(); } if (elapsedTime > 2.0f && death) { gController.enemyDied(); } // stuff it does while dying }
public override void doActions() { if (!death) { elapsedTime = 0.0f; death = true; rot.Die(); } if (elapsedTime > 2.0f && death) { gController.enemyDied(); } // stuff it does while dying }