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

View File

@ -1,19 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ktyl.Util;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
public class DeathZone : MonoBehaviour public class DeathZone : MonoBehaviour
{ {
[SerializeField] private PlayerDeath pd; private void OnCollisionEnter(Collision collision)
private void OnTriggerEnter(Collider other)
{ {
// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine. // 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 _playerDeath;
[SerializeField] private GameEvent _playerRespawn; [SerializeField] private GameEvent _playerRespawn;
public void Respawn()
{
StartCoroutine(RespawnPlayerCR());
}
// Corountine to trigger death animation, disable player movement, play fade, // 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. // 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"); animator.SetTrigger("IsDead");