/// <summary> /// Check the count of living players, if there is no player alive, reload the scene /// </summary> public IEnumerator CheckLivingPlayers() { if (!PhotonNetwork.offlineMode && localPlayer.IsDead) { yield return(new WaitForSeconds(2f)); //TDS_UIManager.Instance.ResetUIManager(); if (OtherPlayers.All(p => p.IsDead)) { TDS_UIManager.Instance.StartCoroutine(TDS_UIManager.Instance.ResetInGameUI()); } else if (OtherPlayers.Count > 0) { TDS_Camera.Instance.Target = OtherPlayers.Where(p => !p.IsDead).First().transform; } yield break; } else if (AllPlayers.All(p => p.IsDead)) { TDS_UIManager.Instance.StartCoroutine(TDS_UIManager.Instance.ResetInGameUI()); } }