// Kill a player public void KillPlayer(GameObject deadPlayer) { Debug.Log("Killing player"); deadPlayer.SetActive(false); guiGame mainGUI = deadPlayer.GetComponent <guiGame>(); mainGUI.ToggleHUD(); }
public void EnterGame() { GameObject myAvatar = gameManager.SpawnPlayer(); my = new Player(); my.avatar = myAvatar; my.playerInfo = Network.player; gameManager.AssignCamera( myAvatar ); mainGUI = myAvatar.GetComponent<guiGame>(); weaponController = myAvatar.GetComponent<PlayerWeapons>(); my.name = mainGUI.id; }
public void EnterGame() { GameObject myAvatar = gameManager.SpawnPlayer(); my = new Player(); my.avatar = myAvatar; my.playerInfo = Network.player; gameManager.AssignCamera(myAvatar); mainGUI = myAvatar.GetComponent <guiGame>(); weaponController = myAvatar.GetComponent <PlayerWeapons>(); my.name = mainGUI.id; }
IEnumerator RespawnTimer(GameObject deadPlayer) { yield return(new WaitForSeconds(respawnTime)); Transform spawn = spawnPoints[Random.Range(0, spawnPoints.Count)]; deadPlayer.transform.position = spawn.position; deadPlayer.transform.rotation = spawn.rotation; guiGame mainGUI = deadPlayer.GetComponent <guiGame>(); mainGUI.ToggleHUD(); networkManager.networkView.RPC("ResumeRendering", RPCMode.Others, networkManager.my.playerInfo); deadPlayer.SetActive(true); PlayerWeapons weaponController = deadPlayer.GetComponent <PlayerWeapons>(); weaponController.WeaponsReset(); }