public override void End() { if (missileActive) { Explode(false); // TODO: Should missile continue flying after its parent unit dies? } missile.End(); }
public override void End() { if (targetUnit) { ClearTarget(); } lineEffect.End(); pointEffect.End(); audioLoop.End(); }
public override void End() { if (isBorrowing) { GameObject go = new GameObject(); Util_ResDelay resDelay = go.AddComponent <Util_ResDelay>(); resDelay.GiveResAfterDelay(gameRules.ABLY_healFieldResCost, gameRules.WRCK_lifetime, team); } pointEffect.End(); audioLoop.End(); }
public override void End() { pointEffect.End(); audioLoop.End(); }