public override void Enter() { _controller.animator.gameObject.SetActive(false); _controller.rag = GameObject.Instantiate(_controller.ragdollPrefab, _controller.gameObject.transform.position, Quaternion.identity); CameraController cameraController = GameObject.FindObjectOfType <CameraController>(); cameraController.enabled = true; HeadLookAt cameraLook = cameraController.gameObject.GetComponent <HeadLookAt>(); cameraLook.lookAtObj = _controller.rag.transform.GetChild(0).transform.GetChild(0).transform; cameraLook.enabled = true; //cameraController.target = rag.transform.GetChild(0).transform.GetChild(0).transform; FovController fovController = GameObject.FindObjectOfType <FovController>(); fovController.activated = true; fovController.isGoingToMin = true; _controller.characterController.enabled = false; _hadSwordUnlocked = _controller.scannerSword.SwordUnlocked(); _sameScene = GameManager.Instance.GetCurrentScene() == GameManager.Instance.checkpointSceneIndex && GameManager.Instance.GetCurrentScene() != 11; UIManager.Instance.DeathFade(); }
public void Spawn() { _isDead = false; _movementController.Spawn(); _movementController.SetState(new MoveState(_movementController)); _combatController.SetState(new IdleState(_combatController)); _combatController.animator.gameObject.SetActive(true); CameraController cameraController = GameObject.FindObjectOfType <CameraController>(); //cameraController.target = _movementController.transform; cameraController.enabled = true; HeadLookAt cameraLook = cameraController.gameObject.GetComponent <HeadLookAt>(); cameraLook.enabled = false; FovController fovController = GameObject.FindObjectOfType <FovController>(); fovController.activated = true; fovController.isGoingToMin = false; if (_movementController.rag != null) { Destroy(_movementController.rag); } RestoreHealth(); }