void OnAllEnemyKill(AllEnemyKilledEvent e) { if (m_doorState) { return; } m_doorState = true; m_closedDoor.SetActive(false); m_openDoor.SetActive(true); SoundSystem.Instance().play(m_openSound); }
void OnAllEnemyKill(AllEnemyKilledEvent e) { if (m_doorState) { return; } m_doorState = true; m_animator.SetBool("Closed", false); DOVirtual.DelayedCall(0.3f, () => { if (this != null) { m_light.SetActive(true); } }); SoundSystem.Instance().play(m_openSound); }
void OnAllEnemyKill(AllEnemyKilledEvent e) { gameObject.SetActive(true); }