Esempio n. 1
0
        public void Respawn(bool resetHealth, bool useCheckpoint)
        {
            if (resetHealth)
            {
                damageable.SetHealth(damageable.startingHealth);
            }

            //we reset the hurt trigger, as we don't want the player to go back to hurt animation once respawned
            m_Animator.ResetTrigger(m_HashHurtPara);
            if (m_FlickerCoroutine != null)
            {//we stop flcikering for the same reason
                StopFlickering();
            }

            m_Animator.SetTrigger(m_HashRespawnPara);

            if (useCheckpoint && m_LastCheckpoint != null)
            {
                UpdateFacing(m_LastCheckpoint.respawnFacingLeft);
                GameObjectTeleporter.Teleport(gameObject, m_LastCheckpoint.transform.position);
            }
            else
            {
                UpdateFacing(m_StartingFacingLeft);
                GameObjectTeleporter.Teleport(gameObject, m_StartingPosition);
            }
        }
Esempio n. 2
0
        public void Respawn(bool resetHealth, bool useCheckpoint)
        {
            Status status = GetComponent <Status>();

            if (resetHealth)
            {
                //PersistentDataManager.LoadAllData();
                //status.LoadData();
                //GetComponent<Status>().SetHealth(damageable.startingHealth);
                status.HP = status.MaxHP;
            }


            //we reset the hurt trigger, as we don't want the player to go back to hurt animation once respawned
            m_Animator.ResetTrigger(m_HashHurtPara);
            if (m_FlickerCoroutine != null)
            {//we stop flcikering for the same reason
                StopFlickering();
            }

            m_Animator.SetTrigger(m_HashRespawnPara);

            if (useCheckpoint && m_LastCheckpoint != null)
            {
                UpdateFacing(m_LastCheckpoint.respawnFacingLeft);
                GameObjectTeleporter.Teleport(gameObject, m_LastCheckpoint.transform.position);
            }
            else
            {
                UpdateFacing(m_StartingFacingLeft);
                GameObjectTeleporter.Teleport(gameObject, m_StartingPosition);
            }
        }
Esempio n. 3
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        protected void TransitionInternal()
        {
            if (requiresInventoryCheck)
            {
                //if(!inventoryCheck.CheckInventory (inventoryController))
                //    return;
            }

            if (transitionType == TransitionType.SameScene)
            {
                GameObjectTeleporter.Teleport(transitioningGameObject, destinationTransform.transform);
            }
            else
            {
                //SceneController.TransitionToScene (this);
            }
        }
Esempio n. 4
0
 //es llamado por el ontrigger u interact pressed
 protected void TransitionInternal()
 {     // requiere llave? si no ejecute las dos opciones abajo (mismo lugar o nueva escena)
     if (requiresInventoryCheck)
     { //Lista de chequeo?
         if (!inventoryCheck.CheckInventory(inventoryController))
         {
             return;
         }
     }
     //Si escogi en la misma escena hagame un teleporter
     if (transitionType == TransitionType.SameScene)                                             // misma escena
     {
         GameObjectTeleporter.Teleport(transitioningGameObject, destinationTransform.transform); //metodo estatico, creo me lleva a un T2 en GameObjectTeleporter...
     }
     else //si voy a otra escena llevele esta mismo script escena
     {
         SceneController.TransitionToScene(this); //metodo estatico de SceneController para cambiar de escena, llevele este script
     }
 }
 public void ResetPosition()
 {
     GameObjectTeleporter.Teleport(resettingGameObject, transform);
 }