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if (other.gameObject.name == "Player") + if (other.gameObject.CompareTag("Player")) { _respawnPosition.Value = other.gameObject.transform.position; } } -} +} \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/DeathZone.cs b/game/Assets/Scripts/Death & Respawn/DeathZone.cs index a12e09d..7d261f2 100644 --- a/game/Assets/Scripts/Death & Respawn/DeathZone.cs +++ b/game/Assets/Scripts/Death & Respawn/DeathZone.cs @@ -1,45 +1,14 @@ using System; -using System.Collections; -using System.Collections.Generic; -using Ktyl.Util; using UnityEngine; -using UnityEngine.InputSystem; -public class DeathZone : MonoBehaviour -{ - private GameObject player; - [SerializeField] private SerialVector3 _respawnPosition; - [SerializeField] private GameEvent _playerDeath; - [SerializeField] private GameEvent _playerRespawn; - +public class DeathZone : MonoBehaviour +{ 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. - if (other.gameObject.CompareTag("Player")) + if (other.TryGetComponent(out PlayerDeath playerDeath)) { - player = other.gameObject; - StartCoroutine(RespawnPlayer()); + playerDeath.Respawn(); } } - - // 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() - { - _playerDeath.Raise(); - - // yield return new WaitForSeconds(0.5f); - - // fadeScreen.GetComponent().SetTrigger("fadeToBlack"); - yield return new WaitForSeconds(1.5f); - - // move player to respawn position - player.transform.position = _respawnPosition; - - // fadeScreen.GetComponent().SetTrigger("fadeToClear"); - yield return new WaitForSeconds(0.5f); - - _playerRespawn.Raise(); - - yield return null; - } } \ No newline at end of file diff --git a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs new file mode 100644 index 0000000..3e74dc1 --- /dev/null +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Ktyl.Util; + +public class PlayerDeath : MonoBehaviour +{ + [SerializeField] private SerialVector3 _respawnPosition; + [SerializeField] private GameEvent _playerDeath; + [SerializeField] private GameEvent _playerRespawn; + + public void Respawn() + { + StartCoroutine(RespawnPlayerCR()); + } + + // raise death/respawn events with a given intermediate delay + public IEnumerator RespawnPlayerCR() + { + _playerDeath.Raise(); + + yield return new WaitForSeconds(1.5f); + + // move player to respawn position + transform.position = _respawnPosition; + + // need to wait a bit for the respawn to actually work?? >:v + yield return new WaitForSeconds(0.5f); + + _playerRespawn.Raise(); + } +} diff --git a/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta new file mode 100644 index 0000000..b278e2c --- /dev/null +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb840fd42f6526f4893e136a093cf1bd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Traps/FallingRocks.cs b/game/Assets/Scripts/Traps/FallingRocks.cs index 7181e88..c9eee22 100644 --- a/game/Assets/Scripts/Traps/FallingRocks.cs +++ b/game/Assets/Scripts/Traps/FallingRocks.cs @@ -25,12 +25,9 @@ public class FallingRocks : MonoBehaviour // Use OnCollison to call respawn method from DeathZone script. private void OnCollisionEnter(Collision collision) { - if (collision.gameObject.CompareTag("Player")) + if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath)) { - // Check code is working in log. Can be deleted at a later stage. - Debug.Log("Dead"); - // Call respawn coroutine from DeathZone script. - StartCoroutine(_dz.RespawnPlayer()); + playerDeath.Respawn(); } } }