public override void Interact(GameObject player) { player.GetComponent <PlayerController>().Freeze(); player.GetComponent <PlayerController>().SetInvincible(true); gc.teleportTarget = destName; tc.LoadSceneFade(destScene); }
void Start() { tc = GetComponent <TransitionController>(); if (SceneManager.GetActiveScene().name == "start") { tc.LoadSceneFade("Tutorial"); teleportTarget = "startPoint"; } gameCheckpoints = new List <string>(); uc = GetComponent <UIController>(); }
public void Respawn() { pc.Freeze(); if (SceneManager.GetActiveScene().name.Equals(playerRespawnScene)) { pc.transform.position = playerRespawnPoint; pc.Respawn(); } else { //this means save point is in another scene, when scene transitions are a thing then load it based on the path //and then move the player to the last respawn point tc.LoadSceneFade(playerRespawnScene); toRespawn = true; } }