public IEnumerator RespawnPlayerCo() { //Makes deathparticle Instantiate(DeathParticle, Player.transform.position, Player.transform.rotation); //Hide player //Player.enabled = false; Player2.SetActive(false); Player.GetComponent <Renderer> ().enabled = false; //Gravity Reset GravityStore = Player.GetComponent <Rigidbody2D>().gravityScale; Player.GetComponent <Rigidbody2D>().gravityScale = 0f; Player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; //Score Penalty ScoreHolder.AddPoints(-PointPenaltyOnDeath); //Debug Message Debug.Log("Player Respawn"); //Respwan Delay yield return(new WaitForSeconds(RespawnDelay)); //Gravity Restore Player.GetComponent <Rigidbody2D>().gravityScale = GravityStore; //Players Transform Position Player.transform.position = CurrentCheckPoint.transform.position; //Show Player //player. enable = true; Player2.SetActive(true); Player.GetComponent <Renderer> ().enabled = true; //Spawn Player Instantiate(RespawnParticle, CurrentCheckPoint.transform.position, CurrentCheckPoint.transform.rotation); }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Enemy") { Instantiate(EnemyDeath, other.transform.position, other.transform.rotation); Destroy(other.gameObject); ScoreHolder.AddPoints(PointsForKill); } Destroy(gameObject, 8); }
void OnTriggerEnter2D(Collider2D Other) { if (Other.GetComponent <Rigidbody2D> () == null) { return; } ScoreHolder.AddPoints(PointsToAdd); Destroy(gameObject); }