using System.Collections; using System.Collections.Generic; using BITKit; using BITKit.Entities; using UnityEngine; namespace BITFALL.Props { public class Prop_Destroyable : EntityBehavior { [Inject] private IHealth _health; [SerializeField] private Transform model; [SerializeField] private Transform destroyedModel; public override void OnStart() { base.OnStart(); _health.OnSetAlive += OnSetAlive; } private void OnSetAlive(bool obj) { if (model) model.gameObject.SetActive(obj); if (destroyedModel) destroyedModel.gameObject.SetActive(!obj); } } }