private void UpdateDeathState() { if (entity.HasControl) { GUI_Controller.Current.Show(false); } _playerMotor.OnDeath(state.IsDead); _playerRenderer.OnDeath(state.IsDead); _playerWeapons.OnDeath(state.IsDead); }
private void UpdateDeathState() { if (entity.IsOwner) { if (state.IsDead) { GameController.Current.state.AlivePlayers--; } else { GameController.Current.state.AlivePlayers++; } } if (entity.HasControl) { GUI_Controller.Current.Show(!state.IsDead); } _playerMotor.OnDeath(state.IsDead); _playerRenderer.OnDeath(state.IsDead); _playerWeapons.OnDeath(state.IsDead); }
private void UpdateDeathState() { if (entity.HasControl) { GUI_Controller.Current.Show(false); } _playerMotor.OnDeath(state.IsDead); _playerRenderer.OnDeath(state.IsDead); _playerWeapons.OnDeath(state.IsDead); if (entity.IsOwner && state.IsDead) { StartCoroutine(Respawn()); } }