public void ResetData() { ghost.ResetData(); timerValue = 0; timer = 0; }
public void Respawn() { if (isPlayerDead) { // ghost.gameObject.transform.position = respawnPoint.position; // ghost.gameObject.SetActive(true); // ghostEnt.isRecording = true; // ghostEnt.isReplaying = true; // ghost.gameObject.SetActive(true); //ghost.gameObject.transform.position = player.gameObject.GetComponent<PlayerController>().positions[200].position; // ghost.AddPoints(player.gameObject.GetComponent<PlayerController>().positions); player.SetActive(false); //ghost.gameObject.SetActive(true); //ghost.move = true; ghost2.timeStamp = new List <float>(ghostEnt.timeStamp); ghost2.position = new List <Vector3>(ghostEnt.position); // ghost2.timeStamp[i] = ghostEnt.timeStamp[i]; ghostEnt.ResetData(); /* for(int i =0;i<ghostEnt.position.Count;i++) * { * ghost2.timeStamp[i] = ghostEnt.timeStamp[i]; * ghost2.position[i] = ghostEnt.position[i]; * ghost2.timeStamp[i] = ghostEnt.timeStamp[i]; * } * * ghostEnt.ResetData();*/ // StartCoroutine(WaitRespawn()); //hasAddedPositions = true; StartCoroutine(WaitToRespawn()); } if (isPlayerDeadLaser) { StartCoroutine(Wait()); } }