private void TeleportFighters() { // Make sure player is facing right direction SpriteRenderer playerSprite = Player.GetComponent <SpriteRenderer>(); if (playerSprite.flipX) { playerSprite.flipX = false; } // Positioning the player Player.transform.position = new Vector2(PlayerFightSpawn.transform.position.x, PlayerFightSpawn.transform.position.y); PlayerMovement pm = Player.GetComponent <PlayerMovement>(); pm.CanMove(false); // player cannot move // positioning mob transform.parent.position = new Vector2(MobFightSpawn.transform.position.x, MobFightSpawn.transform.position.y); // ready to fight fightManager.CanFight(true); fightManager.SetOpponent(transform.parent.gameObject.GetComponent <Mob>()); // storing player's opponent // activate health bars fightManager.ShowFightUI(true); }
private void ResetForNextFight() { // Deactivating Fight UI fightManager.ShowFightUI(false); // Resetting Player Player.GetComponent <PlayerFight>().ResetForNextFight(); }
public void ResetForNextFight() { gameObject.GetComponent <PlayerMovement>().CanMove(true); // Player able to move again CurrentHealth = MaxHealth; // Resetting player's health after fight slider.value = CurrentHealth; // Updating healthbar ReturnToOldPosition(); // Moving player back to old pos fightManager.ShowFightUI(false); // Hide UI opponent = null; // resetting opponent }