public IEnumerator RespawnPlayerCo() { //generate death particle Instantiate(DeathParticle, Player2.transform.position, Player2.transform.rotation); //player .enabled = false Player2.SetActive(false); Player2.GetComponent <Renderer>().enabled = false; // gravity Reset StoreGravity = Player2.GetComponent <Rigidbody2D>().gravityScale; Player2.GetComponent <Rigidbody2D>().gravityScale = 0f; Player2.GetComponent <Rigidbody2D>().velocity = Vector2.zero; // point penalty ScoreManager.AddPoints(-PointPenaltyOnDeath); HealthManager.AddPoints(-HealthSubtractOnDeath); // Debug message Debug.Log("Player Respawn"); // Respawn Delay yield return(new WaitForSeconds(RespawnDelay)); // Gravity Restore Player2.GetComponent <Rigidbody2D>().gravityScale = StoreGravity; // match Players transform position Player2.transform.position = CurrentCheckPoint.transform.position; //show player Player2.SetActive(true); Player2.GetComponent <Renderer> ().enabled = true; // Spawn particle Instantiate(RespawnParticle, CurrentCheckPoint.transform.position, CurrentCheckPoint.transform.rotation); }
void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent <Rigidbody2D>() == null) { return; } HealthManager.AddPoints(PointsToAdd); Destroy(gameObject); }
void OnTriggerEnter2D(Collider2D Other) { if (Other.GetComponent <Rigidbody2D> () == null) { return; } if (Other.name == "PC_Arc") { HealthManager.AddPoints(HealthToAdd); } }