public void OnPlayerInstantiatedCallback(AsyncOperationHandle <GameObject> handle) { GameObject res = handle.Result; Character player = res.GetComponent <Character>(); player.RespawnAt(_spawnerManager.GetSpawnerByID("Player")); }
IEnumerator RespawnPlayer(Character player, float time) { GenericEvent.Trigger(GenericEventType.RespawnStarted, player.gameObject); yield return(new WaitForSeconds(time)); // Respawn the player with "cinematic" (not really) feel player.RespawnAt(_spawnerManager.GetSpawnerByID("Player")); var health = player.GetComponent <Health>(); health.SetInvulnerable(true); StartCoroutine(health.SetBlink(2)); yield return(health.SetDamageEnabledInTime(2)); GenericEvent.Trigger(GenericEventType.RespawnCompleted, player.gameObject); }