FullHealth() public method

public FullHealth ( ) : void
return void
Esempio n. 1
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    public IEnumerator RespawnPlayerCo()
    {
        //Instantiate(deathEffect, player.transform.position, player.transform.rotation);
        player.GetComponent <Rigidbody>().velocity = Vector3.zero;
        player.enabled = false;
        //player.renderer.enabled = false;
        //camera.isFollowing = false;
        yield return(new WaitForSeconds(respawnDelay));

        if (player.tag == "EnemyRed")
        {
            player.transform.position = RedChampSpawnPoint.transform.position;
        }
        if (player.tag == "EnemyBlue")
        {
            player.transform.position = BlueChampSpawnPoint.transform.position;
        }
        //player.transform.position = currentCheckPoint.transform.position;
        player.enabled = true;
        //player.renderer.enabled = true;
        //camera.isFollowing = true;
        energyManager.FullEnergy();
        healthManager.FullHealth();
        healthManager.isDead = false;
        // Instantiate(RespawnEffect, currentCheckPoint.transform.position, currentCheckPoint.transform.rotation);
    }
Esempio n. 2
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    public IEnumerator RespawnPlayerCoroutine()
    {
        /*** Part 5 ***/
        //player.enabled = false;

        player.gameObject.SetActive(false);
        player.GetComponent <Renderer> ().enabled = false;

        /*** Part 7 ***/
        //gravityStore = player.GetComponent<Rigidbody2D> ().gravityScale;
        //player.GetComponent<Rigidbody2D> ().gravityScale = 0f;


        /*** Part 6 prevent sticky wall***/
        //player.GetComponent<Rigidbody2D> ().velocity = Vector2.zero;

        /*** Part 5 ***/
        yield return(new WaitForSeconds(respawnDelay));

        //player.enabled = true;
        player.gameObject.SetActive(true);
        player.GetComponent <Renderer> ().enabled = true;

        /*** Part 7 ***/
        //player.GetComponent<Rigidbody2D> ().gravityScale = gravityStore;

        /*** Part 11 prevents respawn knockback ***/
        player.knockbackCount = 0;
        Debug.Log("Player Respawn");
        player.transform.position = currentCheckPoint.transform.position;

        /*** Part 9 ***/
        healthManager.FullHealth();
        healthManager.isDead = false;         /*** prevent making player dead for respawn properly***/
    }
    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(dethParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        myndavel.isFollowing = false;

        /*  (this is not needed now)
         * -------------- gravity 5 is stored ----------------------
         * gravityStore = player.GetComponent<Rigidbody2D>().gravityScale;
         * --------------- gravity changed to 0 ----------------------
         * player.GetComponent<Rigidbody2D>().gravityScale = 0f;
         * player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
         */
        powerPoint.AddPoints(-pointPenaltyOnDeath);
        Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        /*  (this is not needed now)
         * --------- gravity changed back to 5 using gravityStore witch stored our gravity 5 --------------------
         * player.GetComponent<Rigidbody2D>().gravityScale = gravityStore;
         */
        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDead = false;
        myndavel.isFollowing = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
Esempio n. 4
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    // 重生 CoRutune 為了使用 WaitForSec
    public IEnumerator RespawnPlayerCo()
    {
        player.enabled = false;                                                          // 先讓玩家消失
        Instantiate(deathPaticle, player.transform.position, player.transform.rotation); // 死亡粒子特效
        myCamera.isFollowing = false;
        //player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;    // 死亡時將加速度移除
        player.GetComponent <Renderer> ().enabled = false;           // 先讓玩家消失
        //userGravity = player.GetComponent<Rigidbody2D>().gravityScale;
        //player.GetComponent<Rigidbody2D>().gravityScale = 0f;	// 清除重力
        //ScoreManager.AddPoint(-pointPenaltyOnDeath);    // 死亡處罰
        yield return(new WaitForSeconds(respawnDelay));            // 延遲

        if (!lifeManager.gameOver)
        {
            Debug.Log("Player Respawm: 玩家重生");
            healthManager.FullHealth();                                      // 補滿血
            player.transform.position = currentSavePoint.transform.position; // 移動位置
            player.enabled            = true;                                // 啟動玩家
            player.GetComponent <Renderer> ().enabled = true;                // 啟動玩家
            myCamera.isFollowing = true;
            healthManager.isDead = false;
            //player.GetComponent<Rigidbody2D>().gravityScale = userGravity;	// 賦予重力
            //player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;    // 將加速度移除
            Instantiate(respawnPaticle, currentSavePoint.transform.position, currentSavePoint.transform.rotation);                // 重生粒子特效
        }
        else
        {
            // GameOver
            enemySpawner.StopEnemySpawn();      // 停止生怪
            bgm.GetComponent <AudioSource>().Stop();
            Time.timeScale = 0f;                // 停止時間
        }
    }
Esempio n. 5
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 // Respawns the player, returning to the current checkpoint and giving full health
 public void RespawnPlayer()
 {
     Debug.Log("Player Respawn");
     player.transform.position = currentCheckpoint.transform.position;
     healthManager.FullHealth();
     healthManager.isDead = false;
 }
Esempio n. 6
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    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(deathFX, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;

        camCtrl.isFollowing = false;

        // gravityStore = player.GetComponent<Rigidbody2D>().gravityScale;

        //player.GetComponent<Rigidbody2D>().gravityScale = 0f;
        //player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
        ScoreManager.AddPoints(-pointsPenaltyOnDeath);

        Debug.Log("Player Respawned");

        yield return(new WaitForSeconds(respawnDelay));

        //player.GetComponent<Rigidbody2D>().gravityScale = gravityStore;
        player.transform.position = currentCheckpoint.transform.position;
        player.knockBackCount     = 0;
        player.enabled            = true;
        player.GetComponent <Renderer>().enabled = true;

        healthManager.FullHealth();
        healthManager.isDead = false;

        camCtrl.isFollowing = true;
        Instantiate(respawnFX, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
Esempio n. 7
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    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer> ().enabled = false;
        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;
        if (FindObjectOfType <Camera2DFollow>() != null)
        {
            FindObjectOfType <Camera2DFollow> ().target = player.gameObject.transform;
        }
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
        player.enabled          = true;
        player.transform.parent = null;
        player.GetComponent <Renderer> ().enabled = true;
        healthManager.FullHealth();
        //if (FindObjectOfType<AdsOnLvl> ())
        //{
        //	FindObjectOfType<AdsOnLvl> ().deaths++;
        //}
        healthManager.isDead = false;
    }
Esempio n. 8
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    public IEnumerator RespawnPlayerCo()
    {
        player.knockbackCount = 0;
        player.rb2d.velocity  = new Vector2(0, 0);
        player.StopAllCoroutines();
        player.enabled           = false;
        camera.isFollowing       = false;
        gravityStore             = player.rb2d.gravityScale;
        player.rb2d.gravityScale = 0f;
        player.animator.Play("player_death");
        player.GetComponent <Rigidbody2D>().simulated = false;
        yield return(new WaitForSeconds(1));

        rend.enabled = false;
        Instantiate(DeathParticle, player.transform.position, player.transform.rotation);
        Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        player.transform.position = currentCheckpoint.transform.position;
        camera.isFollowing        = true;
        player.GetComponent <Rigidbody2D>().simulated = true;
        Instantiate(RespawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
        player.enabled = true;
        healthManager.FullHealth();
        healthManager.isDead     = false;
        player.rb2d.gravityScale = gravityStore;
        rend.enabled             = true;
        player.TurnInvincible();
    }
Esempio n. 9
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    public IEnumerator RespawnPlayerCo()
    {
        //Instantiate(deathParticle, thePlayer.transform.position, thePlayer.transform.rotation);

        thePlayer.enabled = false;
        thePlayer.GetComponent <Renderer>().enabled = false;


        //thePlayer.GetComponent<Rigidbody2D>().velocity = Vector2.zero; // non funziona...
        theCamera.enabled = false;

        thePlayer.tag = "PlayerIsDead"; //altriemnti ho collisioni.. trova un modo piu pulito
        yield return(new WaitForSeconds(respawnDelay));

        thePlayer.tag = "Player";

        theCamera.enabled            = true;
        thePlayer.transform.position = currentCheckpoint.transform.position; // -------------TO-DO

        thePlayer.enabled = true;
        thePlayer.GetComponent <Renderer>().enabled = true;

        //Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation); // -------------TO-DO

        //theScoreManager.AddPoints(-pointPenaltyOnDeath);
        theHealthManager.FullHealth();
        theHealthManager.isDead = false;
    }
    public IEnumerator RespawnPlayerCo()
    {
        player.rb2dPlayer.constraints = RigidbodyConstraints2D.FreezePositionY;


        theAM = FindObjectOfType <AudioManager>();



        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Animator>().enabled         = false;
        player.GetComponent <Rigidbody2D>().velocity     = new Vector2(0, 0);
        player.GetComponent <Rigidbody2D>().gravityScale = 0;
        player.rb2dPlayer.constraints = RigidbodyConstraints2D.FreezeAll;

        yield return(new WaitForSeconds(respawnDelay));

        player.transform.position = currentCheckpoint.transform.position;
        player.GetComponent <Rigidbody2D>().gravityScale = 1;
        player.enabled = true;
        player.GetComponent <Animator>().enabled = true;
        player.rb2dPlayer.constraints            = RigidbodyConstraints2D.FreezeRotation;

        lifeManager.TakeLife();
        theAM.BGM.Play();
        healthManager.FullHealth();
        healthManager.isDead = false;
    }
Esempio n. 11
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    public IEnumerator RespawnPlayerCo()
    {
        player.enabled = false;
        // player component is hidden
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        // Makes a death particle object
        player.gameObject.SetActive(false);
        //Deletes the gameobject temporalary
        yield return(new WaitForSeconds(respawnDelay));

        //Waits a few seconds with the value of the respawnDelay var
        player.transform.position = currentCheckpoint.transform.position;
        //Player finds the checkpoint position of what was the last Checkpoint
        player.enabled = true;
        //Player component is active again
        player.gameObject.SetActive(true);
        //Player Object comes back
        healthManager.FullHealth();
        //Player is at full health
        healthManager.isDead = false;
        //Player is not dead
        ScoreManager.score = 0;
        //Score returns to 0
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
        // Makes a respawn effect
        player.knockbackCount = 0;
        // Player's knockback is back at 0
        timeManager.ResetTime();
        //Time is reset
    }
Esempio n. 12
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    public IEnumerator RespawnPlayerCo()
    //I used a Couroutine here because i wanted to add a delay time for my code
    //i was using this so i could freeze the code to allow the death animation to play and delay for a second so respawning wasnt instant
    //this allows the player to realise how they died and them jump back into the game
    //first i instantiate the death particle on the player so it plays
    //i then turn off the player so the input controls for the player dont work anymore
    //i then get the renderer component and set it to false so it cant be seen
    //i then start the vertical camera movement so it doesnt keep following the player
    //i then yield a return of a wait for seconds so i can delay the respawn, at which this number for seconds is set in the inspector
    //it then moves the player to the last activated checkpoint transform
    //reenables the player
    //sets renderer back to true
    //uses the healt manager to set the health of the player back to full
    //sets is dead to false
    //sets camera follow in vertical to true again to capture player movements in vertical axis
    //and lastly instantiates the respawn particle to finish animation
    {
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        camera.disableVerticalFollow             = false;
        Debug.Log("Player Respawn Here");
        yield return(new WaitForSeconds(respawnDelay));

        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDead         = false;
        camera.disableVerticalFollow = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
Esempio n. 13
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    public void EnergyTankEnabled()
    {
        tanks = newTanks;
        if (tanks >= 1)
        {
            healthManager.FullHealth();
            newTanks--;
            Tanks.text = newTanks.ToString();
        }

        else
        {
            Debug.Log("NO ENERGY TANKS AVAILABLE");
        }
        //  healthManager.FullHealth();
        //   energyTankManager.UseEnergyTank();

        //   if (energyTankManager.noOfTanks >= 1)
        // {

        //healthManager.HealthGradIncrease();
        //  healthManager.FullHealth();
        //energyTankManager.noOfTanks--;
        //Debug.Log("ENERGY TANK HEALTH INCREASE");

        // Debug.Log("Energy Tank Used");
        //  }
        //else
        //  {
        //      Debug.Log("NO ENERGY TANKS AVAILABLE");
        //  }
    }
Esempio n. 14
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    //coroutine to generalize subroutinens
    //this method controls what happens during and after player death

    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(dParticle, player.transform.position, player.transform.rotation);

        player.enabled = false;

        player.GetComponent <Renderer>().enabled          = false;
        player.GetComponent <Rigidbody2D> ().gravityScale = 0f;

        player.GetComponent <Rigidbody2D> ().velocity = Vector2.zero;

        ScoreManager.AddPoints(-pointPenatlyOnDeath);

        yield return(new WaitForSeconds(respawnTime));

        player.GetComponent <Rigidbody2D> ().gravityScale = 5;

        player.transform.position = currentCheckPoint.transform.position;

        player.enabled = true;

        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDead = false;

        Instantiate(lParticle, currentCheckPoint.transform.position, currentCheckPoint.transform.rotation);
    }
Esempio n. 15
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    }                                                   //so I can put a delay in it, and it doesn't affect all the other code

    public IEnumerator RespawnPlayerCo()
    {
        //KILL EVERYTHING -------------------------------------------

        //Death particle
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);

        //Player
        player.GetComponent <Renderer>().enabled     = false;
        player.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        player.enabled = false;

        //Camera
        camera.isFollowing = false;

        //Bow
        weapon.enabled = false;
        weapon.GetComponent <Renderer>().enabled = false;

        //Sword
        sword.enabled = false;
        sword.GetComponent <Renderer>().enabled = false;

        //RESPAWN EVERYTHING -------------------------------------------

        //Subtract points
        ScoreManager.AddPoints(-pointPenaltyOnDeath);

        //Move player before delay
        player.transform.position = currentCheckpoint.transform.position;

        //Respawn Delay
        yield return(new WaitForSeconds(respawnDelay));

        //Respawn particle
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);

        //Player
        player.GetComponent <Renderer>().enabled = true;
        player.enabled = true;

        //Health
        healthManager.FullHealth();
        healthManager.isDead = false;

        //Camera
        camera.isFollowing = true;

        //Bow
        weapon.enabled = true;
        weapon.GetComponent <Renderer>().enabled = true;
        weapon.GetComponent <Animator>().SetBool("PlayerShoot", false);
        weapon.GetComponent <Animator>().CrossFade("Bow_Idle", 0f);

        //Sword
        sword.enabled = true;
    }
Esempio n. 16
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    // COROUTINE..... for making delay between player death and the player respawning...
    public IEnumerator RespawnPlayerCo()
    {
        // clones the orginal object and returns the clone
        // ON PLAYER DEATH...
        ///   Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        // we need position and rotation when instantiating an object

        // taking points on death of the player
        ScoreManager.AddPoints(-pointPenaltyOnDeath);

        // storing the orginal player gravity
        // gravityStore = player.GetComponent<Rigidbody2D>().gravityScale;		// NOT WORKING :(

        // camera mustnot follow anything after the player is dead
        ///    camera.isFollowing = false;

        player.enabled = false;                                      // so that after the player is dead user cannot contol the player;
        player.GetComponent <Renderer>().enabled = false;            // so that the player will be invisible after death in time delay between
                                                                     // death and respawning...
                                                                     // for completely stopping the player after the death...
        player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; // vector2.zero set x==y==0

        // when the player falls the camera dosent go on falling with the palyer
        // player shouldn't bee keeping on falling
        // player.GetComponent<Rigidbody2D>().gravityScale = 0f;

        //MAKING TIME DELAY___________________________________________________________________________
        yield return(new WaitForSeconds(respawnDelay));

        // resetting the orginal palyer graivty
        //player.GetComponent<Rigidbody2D>().gravityScale = gravityStore;		// NOT WORKING I DONT KNOW SHIT!!!!!!!!
        //player.GetComponent<Rigidbody2D>().gravityScale = gravity;

        // RESETTING THE HEALTH OF THE PLAYER
        healthmanager.FullHealth();
        healthmanager.isDead = false;
        // so that the player is not killed over and over again in the limited time

        player.knockbackCount = 0;

        // resume the camera following the player
        ///      camera.isFollowing = true;

        // resetting the setting. i.e so player is visible and can be controlled by the user.
        player.enabled = true;
        player.GetComponent <Renderer>().enabled = true;



        // on death the player position is changed to the last checkpoint he passed.
        player.transform.position = currentCheckPoint.transform.position;

        // ON PLAYER RESPAWN
        ///     Instantiate(spawnParticle, player.transform.position, player.transform.rotation);
    }
    public void RespawnPlayer()
    {
        ScoreManager.AddPoints(-pointPenaltyOnDeath);
        player.enabled = false;        //почитать про enabled;
        //player.GetComponent<Renderer> ().enabled = false;
        Debug.Log("Player Respawn");
        player.knockbackCount     = 0f;
        player.transform.position = currentCheckpoint.transform.position;

        player.enabled = true;        //почитать про enabled;
        //player.GetComponent<Renderer> ().enabled = true;
        //player.knockbackCount = 0;

        healthManager.FullHealth();
    }
Esempio n. 18
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    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(deathParticle, CharacterRobotBoy.transform.position, CharacterRobotBoy.transform.rotation);
        CharacterRobotBoy.enabled = false;
        CharacterRobotBoy.GetComponent <Renderer>().enabled = false;
        Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        CharacterRobotBoy.transform.position = currentCheckpoint.transform.position;
        CharacterRobotBoy.enabled            = true;
        CharacterRobotBoy.GetComponent <Renderer>().enabled = true;
        healthManager.isDead = false;
        healthManager.FullHealth();
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
Esempio n. 19
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    public void UseEnergyTank()
    {
        if (rando >= 1)
        {
            //healthManager.HealthGradIncrease();
            healthManager.FullHealth();
            startNoOfTanks--;
            //Debug.Log("ENERGY TANK HEALTH INCREASE");

            // Debug.Log("Energy Tank Used");
        }
        else
        {
            Debug.Log("NO ENERGY TANKS AVAILABLE");
        }
    }
Esempio n. 20
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    public IEnumerator RespawnPlayerCo()
    {
        //player dies

//		player.enabled = false;

        Instantiate(deathEffect, player.transform.position, player.transform.rotation);

        player.gameObject.SetActive(false);
        player.GetComponent <Renderer> ().enabled = false;



//				player.Dying ();
        timeManager.ResetTime();
//		player.GetComponent<CircleCollider2D> ().enabled = false;

        //stops camera movement when dies (camera attached to player)
//		camera.isFollowing = false;
//		player.GetComponent<Rigidbody2D> ().velocity = Vector2.zero;

        //deduct points per death
        ScoreManager.AddPoints(-penaltyOnDeath);
        Debug.Log("Player Respawn");

        yield return(new WaitForSeconds(respawnDelay));

        //player revives

//		player.enabled = true;

        player.gameObject.SetActive(true);
        player.GetComponent <Renderer> ().enabled = true;

//				player.Living ();

        player.transform.position = currentCheckpoint.transform.position;
//		player.GetComponent<CircleCollider2D> ().enabled = true;
        /*** Part 9 ***/
        healthManager.FullHealth();
        healthManager.isDead = false;

        timeManager.ResetTime();

//		camera.isFollowing = true;
    }
Esempio n. 21
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    //a coroutine runs on it's own timeloop, need to do this to use the wait for seconds i think
    public IEnumerator RespawnPlayerCo()
    {
        //create game object need position and rotation
        Instantiate(DeathParticle, Player.transform.position, Player.transform.rotation);

        //disable player, so he can't move
        Player.enabled = false;

        //hide the player
        Player.GetComponent <Renderer>().enabled = false;

        camera.isFollowing = false;

        //if the player dies by falling off, we stop things like the camera from falling by setting 0 gravity
        //Player.GetComponent<Rigidbody2D> ().gravityScale = 0f;

        //this is so the camera will also stop when a player dies
        //Player.GetComponent<Rigidbody2D> ().velocity = Vector2.zero;

        ScoreManager.AddPoints(-PointPenaltyOnDeath);

        Debug.Log("Player Respawn");

        //pause
        yield return(new WaitForSeconds(RespawnDelay));

        //after the player respawns change the gravity back
        //Player.GetComponent<Rigidbody2D> ().gravityScale = 5f;

        //bring the player back
        Player.transform.position = CurrentCheckPoint.transform.position;

        //reset knockback when respawn
        Player.knockbackCount = 0;

        Player.enabled = true;
        Player.GetComponent <Renderer>().enabled = true;

        //reset player health
        healthManager.FullHealth();
        healthManager.isDead = false;

        camera.isFollowing = true;

        Instantiate(RespawnParticle, CurrentCheckPoint.transform.position, CurrentCheckPoint.transform.rotation);
    }
Esempio n. 22
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    public IEnumerator RespawnPlayerCo()
    {
        // Disable the player and play the death effect.
        // This stops the player from being seen and stops
        // the camera from following the player after death.
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer> ().enabled = false;
        camera.isFollowing = false;

        //Subtract points because the player died, wait before respawning
        //at a checkpoint.
        ScoreManager.AddPoints(-pointPenaltyOnDeath);
        yield return(new WaitForSeconds(respawnDelay));

        // Move the player's position to the most recent check point and
        // reactivate the player.
        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        player.GetComponent <Renderer> ().enabled = true;

        // Reset the player's health, knockbackcount, and
        // rapidFire powerup boolean.
        player.rapidFire      = false;
        player.knockbackCount = 0f;
        healthManager.FullHealth();
        healthManager.isDead = false;

        // Put the camera back on the player, play respawn effect.
        camera.isFollowing = true;
        player.GetComponent <Rigidbody2D> ().velocity = Vector3.zero;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);

        // Reset the crumble boxes.
        // This is done in case the player died on the crumble boxes
        // and respawned at a checkpoint behind them.
        if (crumbleBoxes.Length > 0)
        {
            for (var i = 0; i < crumbleBoxes.Length; i++)
            {
                crumbleBoxes[i].SetActive(true);
                crumbleBoxes [i].GetComponent <DestroyObjectOverTime> ().startDestroy = false;
            }
        }
    }
Esempio n. 23
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    //wait fo respawn to diplay death particle
    public IEnumerator RespawnPlayerCo()
    {
        //Stop background music
        //GetComponent<AudioSource>().Stop();

        //paritcle
        Instantiate(deathPaticle, player.transform.position, player.transform.rotation);

        //after dead don't move
        player.enabled = false;
        player.gameObject.GetComponent <Renderer>().enabled = false;

        //camera
        camera.isFollowing = false;


        // Penalty points after dead
        ScoreManager.AddPoints(-pointPenaltyOnDeath);

        Debug.Log("Player Respawn");

        yield return(new WaitForSecondsRealtime(respawnDelay));

        //Start background music
        //GetComponent<AudioSource>().Play();

        player.transform.position = currentCheckpoit.transform.position;
        player.knockbackCount     = 0;

        //after dead don't move
        player.enabled = true;
        player.gameObject.GetComponent <Renderer>().enabled = true;

        //come back to full health
        healthManager.FullHealth();
        healthManager.isDead = false;

        //camera
        camera.isFollowing = true;

        //paritcle
        Instantiate(respawnPaticle, currentCheckpoit.transform.position, currentCheckpoit.transform.rotation);
    }
Esempio n. 24
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    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        camera.isFollowing = false;
        ScoreManager.AddPoints(-pointPenalty);
        Debug.Log("Player Respawns");
        yield return(new WaitForSeconds(respawnDelay));

        player.transform.position = currentCheckpoint.transform.position;
        player.knockbackCounter   = 0f;
        player.enabled            = true;
        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDead = false;
        camera.isFollowing   = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
Esempio n. 25
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    public IEnumerator RespawnPlayerCo()
    {
        player.enabled = false;

        GetComponent <Renderer>();

        yield return(new WaitForSeconds(respawnDelay));

        player.transform.position = currentCheckpoint.transform.position;

        player.knockbackCount = 0;

        player.enabled = true;

        GetComponent <Renderer>();

        healthManager.FullHealth();

        healthManager.isDead = false;
    }
Esempio n. 26
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    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(deathPartBlack, player.transform.position, player.transform.rotation);
        Instantiate(deathPartTan, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled         = false;
        player.GetComponent <Rigidbody2D>().gravityScale = 0f;
        player.GetComponent <Rigidbody2D>().velocity     = Vector2.zero;
        ScoreManager.score = ScoreManager.score - 10;
        Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        player.knockbackCount = 0;
        player.enabled        = true;
        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDead      = false;
        player.transform.position = currentCheckpoint.transform.position;
        player.GetComponent <Rigidbody2D>().gravityScale = 5f;
    }
    public IEnumerator RespawnPlayerCo()
    {
        Instantiate(deathParticles, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        mycamera.isFollowing = false;
        //player.GetComponent<Rigidbody>().useGravity = false;
        //player.GetComponent<Rigidbody>().velocity = Vector3.zero;
        ScoreManager.AddPoints(-PointPenaltyOnDeath);
        Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        player.transform.position = currentCheckPoint.transform.position;
        player.knockbackCount     = 0;
        player.enabled            = true;
        player.GetComponent <Renderer>().enabled = true;
        healthManager.FullHealth();
        healthManager.isDeath = false;
        mycamera.isFollowing  = true;
        //player.GetComponent<Rigidbody>().useGravity = true;
        Instantiate(respawnParticles, currentCheckPoint.transform.position, currentCheckPoint.transform.rotation);
    }
Esempio n. 28
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    public IEnumerator RespawnPlayerCo()
    {
        Debug.Log("Player Respawn");
        //Instantiate (deathParticle, player.transform.position, player.transform.rotation);

        yield return(new WaitForSeconds(respawnDelay));

        DrillmoleyRobRespawnPos = true;
        OwlBotRespawn           = true;
        BullSteveAreaRespawn    = true;
        if (!player.m_FacingRight)
        {
            player.Flip();
        }
        player.GetComponent <Rigidbody2D> ().gravityScale = gravityStore;
        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        player.shotDelay          = false;
        player.shooting           = false;
        player.gameObject.SetActive(true);
        healthManager.FullHealth();
        healthManager.isDead      = false;
        ScoreManager.score        = 0;
        cambound.XMinValue        = 1.48f;
        cambound.XMaxValue        = 650f;
        cambound.YMinValue        = -28.01f;
        cambound.YMaxValue        = 39.7f;
        HollyAI.Respawn           = true;
        RespawnSet                = true;
        playerMove.knockbackCount = 0.7f;
        playerMove.knockback      = 2;
        playerMove.knockFromRight = false;
        playerMove.NoControl      = false;
        ComingUpToBoss.SetActive(true);

        //Instantiate (respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
        //timeManager.ResetTime ();
    }
    //creating a co-routint
    public IEnumerator RespawnPlayerCo()
    {
        gravityScore = player.GetComponent <Rigidbody2D>().gravityScale;
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        //camera.isFollowing = false;
        player.GetComponent <Rigidbody2D>().gravityScale = 0f;
        //stop his speed
        player.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        ScoreManager.AddPoints(-pointPenaltyOnDeath);
        Debug.Log("PLayer respawn");
        yield return(new WaitForSeconds(respawnDelay));

        player.GetComponent <Rigidbody2D>().gravityScale = gravityScore;
        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        //camera.isFollowing=true;
        healthManager.FullHealth();
        healthManager.isDead = false;
        player.GetComponent <Renderer>().enabled = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }
Esempio n. 30
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    public IEnumerator RespawnPlayerCo()
    {
        // Creates a copy of Object
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        camera.isFollowing = false;
        player.GetComponent <Rigidbody2D>().gravityScale = 0f;
        player.GetComponent <Rigidbody2D>().velocity     = Vector2.zero;
        VoidEssenceManager.RemoveCurrencyOnDeath();
        // Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        camera.isFollowing = true;
        player.GetComponent <Rigidbody2D>().gravityScale = 5f;
        player.playerInsanity     = player.playerInsanity * 1.02f;
        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        healthManager.FullHealth();
        healthManager.isDead = false;
        player.GetComponent <Renderer>().enabled = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }