void Start() { screenBounds = Camera.main.ScreenToViewportPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.position.z)); //GameEvents GameEventScript.current.onPlayerDeath += playerIsDeath; lifeUi = FindObjectOfType <LifeUI>(); lifeUi.setCurrentLifes(playerLifes); }
IEnumerator respawn() { progressBar.gameObject.SetActive(false); yield return(new WaitForSeconds(respawnTime)); lifeUi.setCurrentLifes(playerLifes); //Spawn player and position GameObject player = Instantiate(playerPrefab) as GameObject; playerPrefab.transform.position = new Vector2(screenBounds.x - 4, screenBounds.y - 1); progressBar.gameObject.SetActive(true); }
IEnumerator respawn() { yield return(new WaitForSeconds(respawnTime)); lifeUi.setCurrentLifes(playerLifes); //Spawn player and position GameObject player = Instantiate(playerPrefab) as GameObject; playerPrefab.transform.position = new Vector2(screenBounds.x - 4, screenBounds.y - 1); ProgressBar progressbar = FindObjectOfType <ProgressBar>(); progressbar.StartProgress(); SpawnMeteor meteoriteSpawner = FindObjectOfType <SpawnMeteor>(); meteoriteSpawner.setFalse(); }