Пример #1
0
    private void CheckDeath()
    {
        Alive = m_health > 0;
        if (Alive)
        {
            return;
        }

        if (m_currDeathTime > DeathTime)
        {
            ExecuteEvents.Execute <ICustomMessageTarget> (gameObject, null, (x, y) => x.OnDeath());
            if (GetComponent <BasicMovement> () && GetComponent <MGPlayer>() == null && GetComponent <BasicMovement> ().IsCurrentPlayer)
            {
                PauseGame.OnPlayerDeath();
            }
            Destroy(gameObject);
        }
        GetComponent <SpriteRenderer>().color = Color.Lerp(Color.white, Color.black, (m_currDeathTime) / DeathTime);
        m_currDeathTime += Time.deltaTime;
    }
Пример #2
0
 private void CheckDeath()
 {
     Alive = Health > 0;
     if (Alive)
     {
         return;
     }
     if (m_currDeathTime > DeathTime)
     {
         ExecuteEvents.Execute <ICustomMessageTarget> (gameObject, null, (x, y) => x.OnDeath());
         if (GetComponent <BasicMovement> () && GetComponent <BasicMovement> ().IsCurrentPlayer)
         {
             PauseGame.OnPlayerDeath();
         }
         if (DeathFX != null)
         {
             Instantiate(DeathFX, transform.position, Quaternion.identity);
         }
         Destroy(gameObject);
     }
     GetComponent <SpriteRenderer>().color = Color.Lerp(Color.white, Color.black, (m_currDeathTime) / DeathTime);
     m_currDeathTime += Time.deltaTime;
 }