IEnumerator Respawn(Vector3 position) { MovementState = CharacterStates.MovementStates.Idle; // Not sure why it is not resetting on its own??? animator?.SetBool("Idle", true); animator?.SetBool("Running", false); animator?.SetBool("Jumping", false); animator?.SetBool("Falling", false); animator?.SetBool("Dashing", false); Condition = CharacterStates.CharacterConditions.Dead; DOTween.Sequence().Append(DOTweenModuleSprite.DOFade(Model, 0, 0)); PlayRespawnSfx(); transform.position = position; _controller.ZeroVelocities(); DOTween.Sequence().Append(DOTweenModuleSprite.DOFade(Model, 1, RespawnDelay)); yield return(new WaitForSeconds(RespawnDelay)); Condition = CharacterStates.CharacterConditions.Normal; }
private unsafe void Hide() { //IL_0035: Unknown result type (might be due to invalid IL or missing references) //IL_003f: Expected O, but got Unknown Tweener tweener = m_tweener; if (tweener != null) { TweenExtensions.Kill(tweener, false); } m_tweener = TweenSettingsExtensions.OnComplete <Tweener>(TweenSettingsExtensions.SetEase <Tweener>(DOTweenModuleSprite.DOFade(m_spriteRenderer, 0f, 355f / (678f * MathF.PI)), 6), new TweenCallback((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); }