public override void StartDeathSequence(PlayerDeathSequence deathSequence, SequencedPlayer.PlayerSequenceCompleteCallback sequenceCompleteCallback) { _playerController.LevelInProgress = false; _pushScrollTrackerController.Deactivate(); base.StartDeathSequence(deathSequence, sequenceCompleteCallback); }
private void TriggerDeathSequence(PlayerDeathSequence sequenceToRun) { _lockMovement = true; SequenceController.DeathSequence = sequenceToRun; CurrentGame.GameData.Energy = 0; }