public void KillPlayer(GameObject player) { //DEATH SOUND int randomInt = rnd.Next(7); switch (randomInt) { case 0: AudioManager.instance.Play("DeathSound1", 1f, 1f, false); break; case 1: AudioManager.instance.Play("DeathSound2", 1f, 1f, false); break; case 2: AudioManager.instance.Play("DeathSound3", 1f, 1f, false); break; case 3: AudioManager.instance.Play("DeathSound4", 1f, 1f, false); break; case 4: AudioManager.instance.Play("DeathSound5", 1f, 1f, false); break; case 5: AudioManager.instance.Play("DeathSound6", 1f, 1f, false); break; case 6: AudioManager.instance.Play("DeathSound7", 1f, 1f, false); break; default: AudioManager.instance.Play("DeathSound1", 1f, 1f, false); break; } float randomPitch = UnityEngine.Random.Range(0.8f, 1.2f); AudioManager.instance.Play("Explosion1", 1f, randomPitch, false); //ANIMATION deathParticles = Instantiate(deathParticlesPrefab, player.transform.position, player.transform.rotation) as GameObject; //KILL PLAYER OBJECT Mover playerMover = (Mover)player.GetComponent(typeof(Mover)); /*if (playerMover.hitParticles.transform.parent != null) * { * playerMover.hitParticles.transform.parent = null; * } */ player.SetActive(false); //SET TO RESPAWN respawnManager.PrepPlayerRespawn(player); }
private void KillPlayer(GameObject player) { player.SetActive(false); gameController.PrepPlayerRespawn(player); }