private void _Dead() { if (Animator != null) { Animator.GetBehaviour <DieHandler>().DoneEvent += _Erase; Animator.SetTrigger("Die"); } else { _Erase(); } }
// MonoBehaviour // void Awake() { // time service time = IOC.Resolve<ITimeService>(); time.TimeUpdated += UpdateTimeText; // score service score = IOC.Resolve<IScoreService>(); score.ScoreUpdated += UpdateScoreText; // registry service registry = IOC.Resolve<IRegistryService>(); registry.Register<IGameUI>("GameUI", this); // animator component animator = GetComponent<Animator>(); // game ready behaviour gameReadyBehaviour = animator.GetBehaviour<GameReadyBehaviour>(); gameReadyBehaviour.gameUI = this; }