void consumePlayerDeathEvent(object sender, PlayerDeathEventArguments death) { print(death.deathMessage); player.GetComponent <PlayerController>().enabled = false; KillPlayer.hasRedFlame = false; KillPlayer.hasBlueFlame = false; StartCoroutine(waitForDeathAnimation()); }
private void consumePDMessage(object sender, PlayerDeathEventArguments pdModeChange) { print("player is killed to death"); playerAnimator.SetBool("PendingDeath", true); }
static void consumePlayerDeathEvent(object sender, PlayerDeathEventArguments death) { print(death.deathMessage); SceneManager.LoadScene(SceneManager.GetActiveScene().name); Debug.Log("Respawned at: " + respawnLocation); }