// From IPlayerRespawnListener, to respond when the player get reInstantiated public void OnPlayerRespawnInThisCheckPoint(Checkpoint2D checkpoint, Player player) { _direction = new Vector2(-1, 0); transform.localScale = new Vector3(1, 1, 1); transform.position = _startPosition; gameObject.SetActive(true); }
// From IPlayerRespawnListener, to respond when the player get reInstantiated public void OnPlayerRespawnInThisCheckPoint(Checkpoint2D checkpoint, Player player) { isBlinking = false; StopCoroutine("Blinking"); StopCoroutine("Destroying"); transform.localScale = _startScale; transform.position = _startPosition; gameObject.renderer.enabled = true; renderer.material.SetColor("_Color", _startColor); gameObject.collider2D.enabled = true; }
// using the Interface IPlayerRespawnListener to keep track items in between checkpoints public void OnPlayerRespawnInThisCheckPoint(Checkpoint2D checkpoint, Player player) { _isCollected = false; Renderer.enabled = true; gameObject.particleSystem.emissionRate = 1; }
// using the Interface IPlayerRespawnListener to keep track items in between checkpoints public void OnPlayerRespawnInThisCheckPoint(Checkpoint2D checkpoint, Player player) { gameObject.SetActive(true); }