private void OnEntityDeath(EntityDeath data) { if (data.deadEntity.entityType != EntityType.Unit) { // do Items die? return; } if (data.deadEntity.isPlayer) { // Player dead! Time to roll up a new character Global.PlayerDeath playerDeath = new PlayerDeath(); playerDeath.playerName = data.deadEntity.Name; playerDeath.points = 100; // TODO get this from total artifacts collected playerDeath.playerEntity = data.deadEntity; playerDeath.FireEvent(); Player.ChangeActiveStatus(false); PoolEntity(data.deadEntity); return; } if (data.deadEntity.CanEndTurnCB != null) { if (data.deadEntity.CanEndTurnCB() == true) { TurnManager.instance.FinishTurn(); } } DeactivateEnemy(data.deadEntity); }