private void Start() { _player = GameObject.Find("Player").GetComponent <Player>(); _saveSystem = GameObject.Find("Player").GetComponent <SaveSystem>(); _player.SetDefaults(); Time.timeScale = 1f; }
public void Restart() { Time.timeScale = 1f; _player.SetDefaults(); _saveSystem.SaveData(); SceneManager.LoadScene(SceneManager.GetActiveScene().name); }
//coroutine basically for respawning the player private IEnumerator Respawn(Player player) { //directs to the variable within the round setting script yield return(new WaitForSeconds(GameManager.gameInstance.roundSettings.respawnTimer)); player.SetDefaults(); //will return one of the fixed spawn/start points in our game Transform _spawnPoint = NetworkManager.singleton.GetStartPosition(); transform.position = _spawnPoint.position; transform.rotation = _spawnPoint.rotation; Debug.Log(transform.name + " respawned."); }
public void CmdSetDefaults(string _playerID) { Player _player = GameManager.GetPlayer(_playerID); _player.SetDefaults(); }