public void GenerateTower(int damage) { if (!isActive) { isActive = true; } this.damage = damage; fireTimer = 0f; OnDamageChange?.Invoke(damage); }
protected virtual void _OnDamageChange() { OnDamageChange?.Invoke(this, new PartyMemberEventArgs(this)); }
public void ChangeDamage(int change) { damage = Mathf.Clamp(damage + change, 1, 3); OnDamageChange?.Invoke(this, null); }
public void DisableTower() { isActive = false; OnDamageChange?.Invoke(0); }