private IEnumerator ResetAfterSeconds(float seconds) { yield return(new WaitForSeconds(seconds)); if (OnPlayerDeathPreSpawn != null) { OnPlayerDeathPreSpawn(); } transform.position = new Vector3(0f, -3f, 0f); float startWait = 0.08f; for (int i = 0; i < 8; i++) { foreach (var rend in spriteRenderers) { rend.enabled = !rend.enabled; } yield return(new WaitForSeconds(startWait *= 0.9f)); } foreach (var rend in spriteRenderers) { rend.enabled = true; } m_Collider.enabled = true; if (OnSpawn != null) { OnSpawn(); } m_ShootController.BeginShooting(); m_ShootController.ResumeAll(); m_GameManager.OnPlayerRespawned(); }
private void BeginPlayerShooting() { m_PlayerShootController.BeginShooting(); IsPlaying = true; }