The respawwn system is now ppicking up the position of the player correctly. However, still not sending the player to the last known respawn point.
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@ -96,6 +96,7 @@ GameObject:
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@ -1399,7 +1376,7 @@ GameObject:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -2.62, y: -9.48, z: 1.83}
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m_LocalPosition: {x: -7.2, y: -9.19, z: -45.53}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -1465,7 +1442,7 @@ MeshRenderer:
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@ -15,8 +15,8 @@ public class SafeZone : MonoBehaviour
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// Check to see if other collider is Player. If true set player to other game object.
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if (other.gameObject.CompareTag("Player"))
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{
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isSafe = true;
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player = other.gameObject;
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isSafe = true;
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}
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}
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@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
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public class DeathZone : MonoBehaviour
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{
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public Animator animator;
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//public GameObject fadeScreen;
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public GameObject fadeScreen;
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private GameObject player;
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@ -28,11 +28,11 @@ public class DeathZone : MonoBehaviour
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_playerInput.enabled = false;
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yield return new WaitForSeconds(0.5f);
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//fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
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//yield return new WaitForSeconds(1.5f);
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
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yield return new WaitForSeconds(1.5f);
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player.transform.position = respawnManager.GetRespawnPoint();
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//fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
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fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
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yield return new WaitForSeconds(0.5f);
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_playerInput.enabled = true;
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@ -21,6 +21,6 @@ public class RespawnManager : MonoBehaviour
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// Show current respawn point in log. This can be deleted at later stage.
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private void Update()
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{
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Debug.Log(respawnPoint);
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Debug.Log("Respawn point is: " + respawnPoint);
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}
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}
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