private IEnumerator PlayerDeath()
    {
        activeState = GameController.States.death;
        mainCamera.GetComponent <CameraFollow>().m_Player = mainCamera.transform;
        Transform t = player.transform;

        Instantiate(puffPrefab, t.position, Quaternion.identity);
        Destroy(player.gameObject);

        if (stateData.Health > 0)
        {
            yield return(new WaitForSeconds(3));

            player = Instantiate(playerPrefab);
            player.GetComponent <Transform>().position        = playerSpawn.position;
            mainCamera.GetComponent <CameraFollow>().m_Player = player.transform;
            activeState = GameController.States.running;
        }
        else
        {
            gameOverPanel.gameObject.SetActive(true);
            Debug.Log("GameRestart after Player Death");
            yield return(GameRestart(2, currentLevel, "PlayerDeath"));
        }
    }
Esempio n. 2
0
 // Use this for initialization
 void Start()
 {
     dude         = FindObjectOfType <Dude2D>();
     dudeRenderer = dude.GetComponent <SpriteRenderer>();
     cam          = GetComponent <Camera>();
     cam.aspect   = 16f / 9f;
 }