// 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);
 }
Exemple #2
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 // 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);
 }
Exemple #3
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 // 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;
 }
 // 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);
 }
 // using the Interface IPlayerRespawnListener to keep track items in between checkpoints
 public void OnPlayerRespawnInThisCheckPoint(Checkpoint2D checkpoint, Player player)
 {
     gameObject.SetActive(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;
 }