private void HandleStatChangedMesssage(StatChangedMessage statChangedMessage) { switch (statChangedMessage.Stat) { case StatsEnum.Health: this.GetPubSub().PublishMessageGlobal(new HealthChangedMessage(statChangedMessage.NewValue)); return; case StatsEnum.Energy: this.GetPubSub().PublishMessageGlobal(new EnergyChangedMessage(statChangedMessage.NewValue)); return; case StatsEnum.Bullets: this.GetPubSub().PublishMessageGlobal(new AmmoChangedMessage(statChangedMessage.NewValue)); return; } }
private bool Filter(StatChangedMessage statChangedMessage) { return(statChangedMessage.Stat == StatsEnum.Health && statChangedMessage.NewValue <= 0); }
private void HandleStatChangedMessage(StatChangedMessage statChangedMessage) { Destroy(gameObject); }
private bool FilterStaggerMessage(StatChangedMessage statChangedMessage) { return(statChangedMessage.Stat == StatsEnum.Stability && statChangedMessage.NewValue <= 0); }