private void RepairedEventHandler(object sender, EventArgs args) { if (IsRepaired()) { RepairedEvent?.Invoke(this, EventArgs.Empty); } }
public void Repair() { Debug.Log("Point repair successful!"); _repairState = RepairState.Repaired; StopDamageEffects(); //_repairEffectTrigger.Trigger(); RepairedEvent?.Invoke(this, EventArgs.Empty); gameObject.SetActive(false); }