// Kill a player public void KillPlayer(GameObject deadPlayer) { Debug.Log("Killing player"); deadPlayer.SetActive(false); guiGame mainGUI = deadPlayer.GetComponent <guiGame>(); mainGUI.ToggleHUD(); }
IEnumerator RespawnTimer(GameObject deadPlayer) { yield return(new WaitForSeconds(respawnTime)); Transform spawn = spawnPoints[Random.Range(0, spawnPoints.Count)]; deadPlayer.transform.position = spawn.position; deadPlayer.transform.rotation = spawn.rotation; guiGame mainGUI = deadPlayer.GetComponent <guiGame>(); mainGUI.ToggleHUD(); networkManager.networkView.RPC("ResumeRendering", RPCMode.Others, networkManager.my.playerInfo); deadPlayer.SetActive(true); PlayerWeapons weaponController = deadPlayer.GetComponent <PlayerWeapons>(); weaponController.WeaponsReset(); }