private void playerDeath()
 {
     playerAudio.PlayDeath();
     isWalking  = false;
     isGrounded = true;
     UpdateAnimations();
     rb.AddForce(Vector2.up, ForceMode2D.Impulse);
     transform.eulerAngles = new Vector3(0, 0, 90);
     this.enabled          = false;
 }
Beispiel #2
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    // Update is called once per frame
    void Update()
    {
        if (health <= 0)
        {
            health          = 0;
            healthText.text = "Health: " + health;

            if (!invoked)
            {
                GameManager.GameOver.Invoke();
                StartCoroutine(playerAudio.PlayDeath());
                invoked = true;
            }
        }
    }
    IEnumerator DieAndRespawn()
    {
        _art.SetActive(false);
        this.GetComponent <PlayerMove>().enabled = false;
        this.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0);
        _pAudio.PlayDeath();
        _ps.Play();

        yield return(new WaitForSeconds(_respawnTime));

        _art.SetActive(true);
        this.GetComponent <PlayerMove>().enabled = true;
        this.transform.position = new Vector3(0, 0, -10);
        _health = _maxHealth;
        UIManager.instance.setPlayerHealthBar(1);
    }