private void OnPlayerDeath(OnPlayerDiedEvent playerDeadEvent) { // reset hp CurrentToughness = toughness; healthBar.fillAmount = CurrentToughness / toughness; // put boss at original position Destination = originalPosition; Transition <BossTransitionState>(); // remove spawnlings foreach (GameObject underling in allUnderlings) { underling.GetComponent <Peasant>().UnregisterEnemy(); Destroy(underling, 2f); // 2 sec delay, to not disrupt iteration(?) } underlingList.Clear(); allUnderlings.Clear(); }
private void ResetHay(OnPlayerDiedEvent playerDiedEvent) { gameObject.transform.parent.gameObject.SetActive(true); }
void Respawn(OnPlayerDiedEvent eventInfo) { player.PlayerSounds.SetPlayerFootstepsSound(FootstepsState.None); // så man inte spelar galopp ljuden när man e dö. UIManager.instance.ShowDeathMessage(); }
private void Die() { OnPlayerDiedEvent?.Invoke(); _gameManager.GameOver(); }