public void Respawn(int newHealth, Vector3 position) { health.values.current = newHealth; transform.rotation = Quaternion.Euler(0, transform.rotation.y, 0); transform.position = position; movement.rb.constraints = RigidbodyConstraints.FreezeRotation; movement.enabled = true; weapons.CurrentWeapon().enabled = true; weapons.enabled = true; stateHandler.ResumeGame(); }
public void ResumeGame() { GameStateHandler gsh = GetComponentInParent <GameStateHandler>(); gsh.ResumeGame(); }