Changes made as suggested in code review (part2)

This commit is contained in:
Programmer-DField 2021-03-12 15:58:18 +00:00
parent baad3163e6
commit 7c56c0defa
5 changed files with 45 additions and 42 deletions

View File

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View File

@ -11,7 +11,6 @@ public class Arrow : MonoBehaviour
[SerializeField] private float waitToDestroy;
// Vector3 to set direction of travel for the arrow once the trigger is activated.
[SerializeField] private Vector3 direction;
[SerializeField] private PlayerDeath pd;
private void Start()
{
@ -32,7 +31,7 @@ public class Arrow : MonoBehaviour
if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
{
// Start Respawn coroutine.
StartCoroutine(pd.RespawnPlayer());
playerDeath.Respawn();
// Destroy arrow on contact with player.
Destroy(gameObject);
}

View File

@ -17,4 +17,4 @@ public class SafeZone : MonoBehaviour
_respawnPosition.Value = other.gameObject.transform.position;
}
}
}
}

View File

@ -1,19 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ktyl.Util;
using UnityEngine;
using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour
{
[SerializeField] private PlayerDeath pd;
private void OnTriggerEnter(Collider other)
private void OnCollisionEnter(Collision collision)
{
// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine.
if (other.gameObject.CompareTag("Player"))
if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath))
{
StartCoroutine(pd.RespawnPlayer());
playerDeath.Respawn();
}
}
}

View File

@ -14,9 +14,14 @@ public class PlayerDeath : MonoBehaviour
[SerializeField] private GameEvent _playerDeath;
[SerializeField] private GameEvent _playerRespawn;
public void Respawn()
{
StartCoroutine(RespawnPlayerCR());
}
// Corountine to trigger death animation, disable player movement, play fade,
// respawn player at last safe position and then play fade in animation and re-enable player movement.
public IEnumerator RespawnPlayer()
public IEnumerator RespawnPlayerCR()
{
animator.SetTrigger("IsDead");