public void RpcSetPlayerRot(bool temporary, float rot) { var rotationVector = transform.rotation.eulerAngles; rotationVector.z = rot; transform.rotation = Quaternion.Euler(rotationVector); //So other players can walk over the Unconscious playerSprites.AdjustSpriteOrders(-30); if (temporary) { //TODO Coroutine with timer to get back up again } }
public void RpcSetPlayerRot(bool temporary, float rot) { // Debug.LogWarning("Setting TileType to none for player and adjusting sortlayers in RpcSetPlayerRot"); SpriteRenderer[] spriteRends = GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer sR in spriteRends) { sR.sortingLayerName = "Blood"; } gameObject.GetComponent <RegisterTile>().UpdateTileType(TileType.None); var rotationVector = transform.rotation.eulerAngles; rotationVector.z = rot; transform.rotation = Quaternion.Euler(rotationVector); //So other players can walk over the Unconscious playerSprites.AdjustSpriteOrders(-30); if (temporary) { //TODO Coroutine with timer to get back up again } }