public void Respawn(bool resetHealth, bool useCheckpoint) { if (resetHealth) { damageable.SetHealth(damageable.startingHealth); } //we reset the hurt trigger, as we don't want the player to go back to hurt animation once respawned m_Animator.ResetTrigger(m_HashHurtPara); if (m_FlickerCoroutine != null) {//we stop flcikering for the same reason StopFlickering(); } m_Animator.SetTrigger(m_HashRespawnPara); if (useCheckpoint && m_LastCheckpoint != null) { UpdateFacing(m_LastCheckpoint.respawnFacingLeft); GameObjectTeleporter.Teleport(gameObject, m_LastCheckpoint.transform.position); } else { UpdateFacing(m_StartingFacingLeft); GameObjectTeleporter.Teleport(gameObject, m_StartingPosition); } }
public void Respawn(bool resetHealth, bool useCheckpoint) { if (resetHealth) { damageable.SetHealth(damageable.startingHealth); } }