public void RespawnPlayer() { Debug.Log("Player Respawn"); healthManager.FullHealth(); healthManager.isDead = false; player.transform.position = currentCheckpoint.transform.position; player.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 1); }
public IEnumerator RespawnPlayerCo() { Physics2D.IgnoreLayerCollision(9, 10, false); player.gameObject.SetActive(false); yield return(new WaitForSeconds(respawnDelay)); player.transform.position = currentCheckPoint.transform.position; Debug.Log("Player Respawned"); Physics2D.IgnoreLayerCollision(9, 10, false); player.gameObject.SetActive(true); playerHealthManager.FullHealth(); playerHealthManager.isDead = false; }
public void RespawnPlayer() { //Debug.Log("Player respawn"); // player.transform.position = currentCheckPoint.transform.position; ScoreManager.AddPoints(-penaltyOnDeath); if (MainMenu.playerMode == 2) { StartCoroutine(SecondPlayer()); } healthManager.FullHealth(); healthManager.isDead = false; ScoreManager.ResetPoints(); //Instantiate(player, checkPoint.position, checkPoint.rotation); player.transform.position = currentCheckPoint.transform.position; }
public IEnumerator RespawnPlayerCo() { Instantiate(deathParticle, player.transform.position, player.transform.rotation); player.enabled = false; //player.GetComponent<Renderer>().enabled; ScoreManager.AddPoints(-pointPenaltyOnDeath); Debug.Log("Player Respawn"); yield return(new WaitForSeconds(respawnDelay)); player.transform.position = currentCheckpoint.transform.position; player.enabled = true; //player.GetComponent<Renderer>().enabled; Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation); player.enabled = true; healthManager.FullHealth(); }
public IEnumerator RespawnPlayerCo() { Instantiate(deathParticle, player.transform.position, player.transform.rotation); player.enabled = false; player.GetComponent <Renderer>().enabled = false; camera.isFollowing = false; player.knockbackCount = 0; //gravityStore = player.GetComponent<Rigidbody2D>().gravityScale; //player.GetComponent<Rigidbody2D>().gravityScale = 0f; //player.GetComponent<Rigidbody2D>().velocity = Vector2.zero; ScoreManager.AddPoints(-pointPenaltyOnDeath); Debug.Log("Player Respawn"); yield return(new WaitForSeconds(respawnDelay)); //player.GetComponent<Rigidbody2D>().gravityScale = gravityStore; player.transform.position = currentCheckpoint.transform.position; player.enabled = true; player.GetComponent <Renderer>().enabled = true; playerHealthManager.FullHealth(); playerHealthManager.isDead = false; camera.isFollowing = true; Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation); }