public void Death() { Transform death_Sword = Instantiate(death_swordPrefab, new Vector3(transform.position.x, transform.position.y, -0.03f), transform.rotation) as Transform; //THIS LINE GETS IF THE PLAYER WAS IN COMBO AND AT WICH MULTIPLICATOR HE WAS (USED FOR TEMPLE REGEN TIMER) if (SC_playerComboCounterRef.b_isActive == true && SC_playerComboCounterRef.i_killCount > 0) { i_storedKillCount = SC_playerComboCounterRef.i_killCount; } //ESSAI SPAWN ENNEMI // if(i_storedKillCount/4 > 0) // { // for(int i = 0;i<(i_storedKillCount/4); i++) // { // GameObject ennemiTemp = Instantiate(SC_SpawnerManagerRef.ChooseEnemy(), new Vector3(transform.position.x+i, transform.position.y+i, -0.04f), Quaternion.identity) as GameObject; // } // } // SC_PlayerRef.rumble(0.4f); //SC_BatimentChoiceRef.instantDestroy(); b_isActive = false; b_Alive = false; SC_PlayerRef.resetKillCount(); SC_PlayerRef.AnimationHandeler("Death"); //Animation de mort // l_LifeLamp.enabled = false; transform.tag = null; transform.position = v_respawnPoint; SC_PlayerRef.stopRumble(); SC_PlayerRef.StopMvt(); SC_PlayerRef.DashEnd(); SC_PlayerRef.enabled = false; renderer.enabled = false; // _charactRenderer.SetActive(false); //Audio Mort SC_PlayerRef._StateAudioSource.Stop(); SC_PlayerRef._StateAudioSource.PlayOneShot(SC_PlayerRef._Sounds.GetSound("Death")); SC_templeReincarnateRef.addDeadPlayer(this.gameObject); }