Esempio n. 1
0
 public void StartRespawn(GameObject _playerInRange)
 {
     if (OnPlayerFall != null)
     {
         OnPlayerFall.Invoke(this, _playerInRange);
     }
 }
Esempio n. 2
0
 // Update is called once per frame
 void Update()
 {
     foreach (var player in _players)
     {
         // -15 is the best, since player is in fog but when is falling to slow -5 is better
         if (player.transform.position.y < -5 && player.GetComponent <PlayerController>().isActiveAndEnabled)
         {
             if (OnPlayerFall != null)
             {
                 OnPlayerFall.Invoke(this, player);
             }
         }
     }
 }
Esempio n. 3
0
 /// <summary>
 /// Fall detected event
 /// </summary>
 public void FallDetector_OnEnter(Collider collider)
 {
     if (collider.tag == "Player")
     {
         if (OnPlayerFall == null && playerSystem != null)
         {
             playerSystem.TeleportCharacter(teleporterEntry.transform.position);
             playerSystem.TakeDamage(10);
         }
         else
         {
             OnPlayerFall?.Invoke(this, collider);
         }
     }
     else if (collider.tag == "Ennemy")
     {
         // Kill the ennemy
         collider.GetComponent <EnnemySystem>().Kill();
     }
 }