示例#1
0
    public void HumanDelete(Human human)
    {
        if (_humans.Count == 1)
        {
            _humans[0].StopRun();
            _humans[0].Dead();
            PlayerDead?.Invoke();

            return;
        }

        if (human != null)
        {
            _humans[0].StopRun();
            _humans[_humans.Count - 1].StopWaving();

            PullOutHuman(human);

            if (_humans.Count != 1)
            {
                _humans[_humans.Count - 1].Waving();
            }

            _humans[0].Run();

            AttractCheckers(human);
            HumanAdded?.Invoke(_humans.Count);
        }
    }
示例#2
0
 void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.CompareTag("FatalGround"))
     {
         PlayerDead?.Invoke();
         StartCoroutine(DieWithDelay());
     }
 }
示例#3
0
        public void RPC_TakeDamage()
        {
            currentHealthPoints--;
            healthSlider.value = currentHealthPoints;
            isInCooldown       = true;

            if (currentHealthPoints == 0)
            {
                PlayerDead?.Invoke(this.transform.position);
            }
        }
示例#4
0
        private void Died()
        {
            //PlayerDead(); // Hiba, ha nincs felirakozva senki

            // 1. kezelési mód:

            /*if (PlayerDead != null)
             *  PlayerDead();*/

            // 2. kezelési mód:
            PlayerDead?.Invoke();
        }
示例#5
0
 public void Death()
 {
     currentHP--;
     PlayerDead?.Invoke();
     isDead = true;
     if (currentHP <= 0)
     {
         StartCoroutine(DeathCoroutine());
     }
     else
     {
         StartCoroutine(RespawnCoroutine());
     }
 }
示例#6
0
        public void RPC_TakeDamageFromEnemy()
        {
            if (isInCooldown)
            {
                return;
            }

            Debug.Log("Forced damage from enemy");
            currentHealthPoints--;
            healthSlider.value = currentHealthPoints;

            if (currentHealthPoints == 0)
            {
                PlayerDead?.Invoke(this.transform.position);
            }
        }
示例#7
0
 private void InvokePlayerDead()
 {
     PlayerDead?.Invoke(this, EventArgs.Empty);
 }
示例#8
0
 public void OnPlayerDead()
 {
     PlayerDead?.Invoke();
 }
 public void PlayerDeathEvent()
 {
     PlayerDead?.Invoke();
 }
示例#10
0
 void Death() //the event that lets all subscribers know u ded
 {
     PlayerDead?.Invoke(); //the exact same thing as saying "if(PlayerDead != null) { PlayerDead }"
 }
示例#11
0
 public static void OnPlayerDead() => PlayerDead?.Invoke();