private IEnumerator DeleteEnemy() { yield return(new WaitForSeconds(3.5f)); room.EnemyDeath(this.GetComponent <BehaviorTree>()); }
private void Dissolve() { material.Value.DOFloat(1, "_dissolveValue", 3.5f).OnComplete(() => { room.EnemyDeath(this.GetComponent <BehaviorTree>()); }); }