// Respawns a new player IEnumerator RespawnPlayer() { yield return(new WaitForSeconds(2.0f)); playerSpawn.Respawn(); yield return(new WaitForSeconds(2.0f)); playerSpawn.EnableCollisions(); }
IEnumerator DestroyPlayer() { _rigid.velocity = Vector2.down * 2 * Time.deltaTime; sr.enabled = false; cc.enabled = false; FindObjectOfType <AudioManager>().Play("PlayerDeath"); particleSystem.Play(); yield return(new WaitForSeconds(particleSystem.main.startLifetime.constantMax)); playerSpawn.Respawn(); }