private void OnHealthChange(float health, bool isHealing) { if (health <= 0) { var obj = Instantiate(_Clay, transform.position, Quaternion.identity); ClayRestorer Clay = obj.GetComponent <ClayRestorer>(); Clay.RestoreAmount = _InitialClayCost; } }
private void OnHealthChange(float health, bool isHealing) { // Make Impact animation // if (health <= 0) { var obj = Instantiate(_Clay, transform.position, Quaternion.identity); ClayRestorer Clay = obj.GetComponent <ClayRestorer>(); Clay.RestoreAmount = _ClayCost; // Death animation WalkAnim = false; AnimController.SetBool("IsDeath", true); StartCoroutine(Die()); } }