// here IEnumerator has no retuen type public IEnumerator RespawnDelay() { // shows death particles Instantiate(deathParticleObj, player.transform.position, player.transform.rotation); player.enabled = false; // so that user have no control over player after death ; player.GetComponent <Renderer>().enabled = false; // so that player is not shown after death player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; // setting velocity to 0 so that camera wont move with the player ... yield return(new WaitForSeconds(respwanDelayTime)); // re enabling player features player.enabled = true; player.GetComponent <Renderer>().enabled = true; // player is moved to the checkpoint gameobjects position. which is changed as player passes through each chekcpoint player.transform.position = checkpointPos.transform.position; // Spwan particle // resets player healht on respwaning // even though we are resetting player health in update() of helath manager, //when player respwans sometime if he is taking continous damage at respwaning full health is not given //so we are resetting the helth here again HealthManger.ResetHealth(); }
public void OnTriggerEnter2D(Collider2D gameItem) { if (gameItem.tag == "Player") { HealthManger.AddHealth(); audio.Play(); } Destroy(gameObject); }
} // END OF UPDATE() public void OnTriggerEnter2D(Collider2D gameItem) { // if player is hit by laser then if (gameItem.tag == "Player") { HealthManger.Damage(damageValue); } // for sparks Instantiate(sparkObj, transform.position, transform.rotation); Destroy(gameObject); }
public void OnTriggerEnter2D(Collider2D gameItem) { // if player hits me then if (gameItem.tag == "Player") { // decreasing the health of the player; HealthManger.Damage(damageValue); // code for knocking back the player player.knockbackCounter = player.knockbackDelay; // if player is knocked from the right side then if (gameItem.transform.position.x < transform.position.x) { player.rightKnock = true; } else { player.rightKnock = false; } } }