Example #1
0
        /// <summary>
        /// Revive this object.
        /// </summary>
        public virtual void Revive()
        {
            if (!_initialized)
            {
                return;
            }

            if (_collider2D != null)
            {
                _collider2D.enabled = true;
            }
            if (_collider3D != null)
            {
                _collider3D.enabled = true;
            }
            if (_characterController != null)
            {
                _characterController.enabled = true;
            }
            if (_controller != null)
            {
                _controller.enabled = true;
                _controller.CollisionsOn();
                _controller.Reset();
            }
            if (_character != null)
            {
                _character.ConditionState.ChangeState(CharacterStates.CharacterConditions.Normal);
            }
            if (_renderer != null)
            {
                _renderer.material.color = _initialColor;
            }

            if (RespawnAtInitialLocation)
            {
                transform.position = _initialPosition;
            }
            if (_healthBar != null)
            {
                _healthBar.Initialization();
            }

            Initialization();
            UpdateHealthBar(false);
            if (OnRevive != null)
            {
                OnRevive();
            }
        }
Example #2
0
        /// <summary>
        /// Makes the player respawn at the location passed in parameters
        /// </summary>
        /// <param name="spawnPoint">The location of the respawn.</param>
        public virtual void RespawnAt(Transform spawnPoint, FacingDirections facingDirection)
        {
            transform.position = spawnPoint.position;

            if (!gameObject.activeInHierarchy)
            {
                gameObject.SetActive(true);
                //Debug.LogError("Spawn : your Character's gameobject is inactive");
            }

            // we raise it from the dead (if it was dead)
            ConditionState.ChangeState(CharacterStates.CharacterConditions.Normal);
            // we re-enable its 2D collider
            if (this.gameObject.MMGetComponentNoAlloc <Collider2D>() != null)
            {
                this.gameObject.MMGetComponentNoAlloc <Collider2D>().enabled = true;
            }
            // we re-enable its 2D collider
            if (this.gameObject.MMGetComponentNoAlloc <Collider>() != null)
            {
                this.gameObject.MMGetComponentNoAlloc <Collider>().enabled = true;
            }

            // we make it handle collisions again
            _controller.enabled = true;
            _controller.CollisionsOn();
            _controller.Reset();

            // we kill all potential velocity
            if (this.gameObject.MMGetComponentNoAlloc <Rigidbody>() != null)
            {
                this.gameObject.MMGetComponentNoAlloc <Rigidbody>().velocity = Vector3.zero;
            }
            if (this.gameObject.MMGetComponentNoAlloc <Rigidbody2D>() != null)
            {
                this.gameObject.MMGetComponentNoAlloc <Rigidbody2D>().velocity = Vector3.zero;
            }

            Reset();

            if (_health != null)
            {
                _health.ResetHealthToMaxHealth();
                _health.Revive();
            }

            if (CharacterBrain != null)
            {
                CharacterBrain.enabled = true;
            }

            // facing direction
            if (FindAbility <CharacterOrientation2D>() != null)
            {
                FindAbility <CharacterOrientation2D>().Face(facingDirection);
            }
            // facing direction
            if (FindAbility <CharacterOrientation3D>() != null)
            {
                FindAbility <CharacterOrientation3D>().Face(facingDirection);
            }
        }
Example #3
0
        /// <summary>
        /// Revive this object.
        /// </summary>
        public virtual void Revive()
        {
            if (!_initialized)
            {
                return;
            }

            if (_collider2D != null)
            {
                _collider2D.enabled = true;
            }
            if (_collider3D != null)
            {
                _collider3D.enabled = true;
            }
            if (DisableChildCollisionsOnDeath)
            {
                foreach (Collider2D collider in this.gameObject.GetComponentsInChildren <Collider2D>())
                {
                    collider.enabled = true;
                }
                foreach (Collider collider in this.gameObject.GetComponentsInChildren <Collider>())
                {
                    collider.enabled = true;
                }
            }
            if (ChangeLayerOnDeath)
            {
                gameObject.layer = _initialLayer;
                if (ChangeLayersRecursivelyOnDeath)
                {
                    this.transform.ChangeLayersRecursively(_initialLayer);
                }
            }
            if (_characterController != null)
            {
                _characterController.enabled = true;
            }
            if (_controller != null)
            {
                _controller.enabled = true;
                _controller.CollisionsOn();
                _controller.Reset();
            }
            if (_character != null)
            {
                _character.ConditionState.ChangeState(CharacterStates.CharacterConditions.Normal);
            }
            if (_renderer != null)
            {
                _renderer.material.color = _initialColor;
            }

            if (RespawnAtInitialLocation)
            {
                transform.position = _initialPosition;
            }
            if (_healthBar != null)
            {
                _healthBar.Initialization();
            }

            Initialization();
            UpdateHealthBar(false);
            OnRevive?.Invoke();
        }