IEnumerator Start() { yield return(PlayerCloneState.LoadAssets()); //Load our player clone state assets in //Spawn our player CharacterController playerController = Instantiate(playerPrefab).GetComponent <CharacterController>(); //Setup player Debug.Assert(playerController != null, "Our player prefab does not have a character controller!"); player.Possess(playerController); player.enabled = true; RespawnPlayer(); //Setup camera mainCamera.Follow = playerController.transform; //Set gamestate currentGameState = GameStateProvider.GetCurrentGameState(); }
private void RoomCompleted() { OnDoorOpen.Invoke(currentDoorIndex++); currentGameState = GameStateProvider.GetCurrentGameState(); //Store the new current gamestate }