internal void Die() { if (isDead) { return; } isDead = true; gameDirector.AddCoin(1); OnDeath?.Invoke(this); spherousCollider.enabled = true; myRigidbody.isKinematic = false; spriteRenderer.flipY = true; Vector3 ragdollForce = 0.5f * Vector3.up * Level.GetDepthFactor(Depth); ragdollForce += UnityEngine.Random.onUnitSphere * Level.GetDepthFactor(Depth) * 0.25f; myRigidbody.AddForce(ragdollForce, ForceMode.VelocityChange); Invoke("RemoveMe", 2f); }
public void HandleRewardBasedVideoRewarded(object sender, Reward args) { gameDirector.AddCoin(1); }