public void Reset() { m_Instance.transform.position = m_SpawnPoint.position; m_Instance.transform.rotation = m_SpawnPoint.rotation; m_Movement.SetDefaults(); m_Shooting.SetDefaults(); m_Health.SetDefaults(); }
public void Respawn(Vector3 position, Vector3 rotation) { Health.SetDefaults(); MoveToLocation(position); transform.rotation = Quaternion.Euler(rotation); _movement.SetDefaults(); _movement.SetAudioSourceActive(true); _shooting.SetDefaults(); }
// Used at the start of each round to put the tank into it's default state. public void Reset() { m_Movement.SetDefaults(); m_Shooting.SetDefaults(); m_Health.SetDefaults(); if (m_Movement.hasAuthority) { m_Movement.m_Rigidbody.position = m_SpawnPoint.position; m_Movement.m_Rigidbody.rotation = m_SpawnPoint.rotation; } }
// Used at the start of each round to put the tank into it's default state. public void Reset() { m_Movement.SetDefaults(); m_Shooting.SetDefaults(); m_Health.SetDefaults(); if (m_Movement.hasAuthority) { // TODO Reset the state of the movement's model //m_Movement.m_Rigidbody.position = m_SpawnPoint.position; //m_Movement.m_Rigidbody.rotation = m_SpawnPoint.rotation; } }