public void Kill()
        {
            var minDeathChance = PlayerQuirks.GetCharactheristic(EPlayerCharachteristic.Empathy) +
                                 PlayerQuirks.GetCharactheristic(EPlayerCharachteristic.Prowlness) +
                                 PlayerQuirks.GetCharactheristic(EPlayerCharachteristic.Reflection);

            if (Random.Range(Mathf.Clamp(minDeathChance, 0, 100), 100) > DeathPossibility)
            {
                StartCoroutine(DeathEffect());
            }
            else
            {
                SceneManager.LoadScene(0);
            }
        }
Exemple #2
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        public void Kill()
        {
            var minDeathChance = PlayerQuirks.GetCharactheristic(EPlayerCharachteristic.Empathy) +
                                 PlayerQuirks.GetCharactheristic(EPlayerCharachteristic.Prowlness) +
                                 PlayerQuirks.GetCharactheristic(EPlayerCharachteristic.Reflection);

            if (UnityEngine.Random.Range(Mathf.Clamp(minDeathChance, 0, 100), 100) > DeathPossibility)
            {
                // StartCoroutine(DeathEffect());
                PlayerBehaviour.CurrentPlayer.transform.position = _latestCheckpoint.position;
            }
            else
            {
                SceneManager.LoadScene(0);
            }
            Death();
        }