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.

This commit is contained in:
Programmer-DField 2021-02-26 17:08:41 +00:00
parent 2773c3f954
commit 078e356810
5 changed files with 44 additions and 47 deletions

View File

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View File

@ -15,8 +15,8 @@ public class SafeZone : MonoBehaviour
// Check to see if other collider is Player. If true set player to other game object.
if (other.gameObject.CompareTag("Player"))
{
isSafe = true;
player = other.gameObject;
isSafe = true;
}
}

View File

@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour
{
public Animator animator;
//public GameObject fadeScreen;
public GameObject fadeScreen;
private GameObject player;
@ -28,11 +28,11 @@ public class DeathZone : MonoBehaviour
_playerInput.enabled = false;
yield return new WaitForSeconds(0.5f);
//fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
//yield return new WaitForSeconds(1.5f);
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
yield return new WaitForSeconds(1.5f);
player.transform.position = respawnManager.GetRespawnPoint();
//fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
yield return new WaitForSeconds(0.5f);
_playerInput.enabled = true;

View File

@ -21,6 +21,6 @@ public class RespawnManager : MonoBehaviour
// Show current respawn point in log. This can be deleted at later stage.
private void Update()
{
Debug.Log(respawnPoint);
Debug.Log("Respawn point is: " + respawnPoint);
}
}