//Moves the player to the respawn position. //Resets the player's health and give the player control over the player character again. //Resets/respawns all enemies in the current area. public void Respawn() { transform.position = RespawnPoint; m_deathFadeOutTimer = m_deathFadeOutTime; Dead = false; m_hasDropped = false; HasDroppedTrigger = false; m_health = m_maxHealth; UpdateHealthDisplay(); if (Rp != null) { Rp.ResetEnemies(); } if (m_playerAnimator != null) { m_playerAnimator.SetTrigger("Respawn"); } if (m_dieParticleSystem != null) { m_dieParticleSystem.Stop(); m_dieParticleSystem.Clear(); } //if (m_camAnimator != null) // m_camAnimator.PlayerRespawn(); //else if (m_UIManager != null) { m_UIManager.RespawnFade(); } GetComponent <NavMeshAgent>().enabled = true; if (m_input != null) { if (m_input.WeapCont != null) { m_input.WeapCont.InstantReload(); if (m_input.AmmoCont != null) { for (int i = 0; i < m_input.WeapCont.EquippedGun.CurrentClip; i++) { m_input.AmmoCont.Reload(); } } } m_input.EndRoll(); } }