Have solved the problem where the camera seemed to be setting the player as dead. The script now checks to see if the collison was with player and only acts if true.
This commit is contained in:
parent
4bead84e56
commit
a46f4ddb74
|
@ -1357,7 +1357,7 @@ SphereCollider:
|
||||||
m_IsTrigger: 0
|
m_IsTrigger: 0
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Radius: 0.5
|
m_Radius: 0.52
|
||||||
m_Center: {x: 0, y: 0, z: 0}
|
m_Center: {x: 0, y: 0, z: 0}
|
||||||
--- !u!23 &723599533
|
--- !u!23 &723599533
|
||||||
MeshRenderer:
|
MeshRenderer:
|
||||||
|
@ -2835,8 +2835,8 @@ Camera:
|
||||||
y: 0
|
y: 0
|
||||||
width: 1
|
width: 1
|
||||||
height: 1
|
height: 1
|
||||||
near clip plane: 0.3
|
near clip plane: 0.1
|
||||||
far clip plane: 1000
|
far clip plane: 5000
|
||||||
field of view: 60
|
field of view: 60
|
||||||
orthographic: 0
|
orthographic: 0
|
||||||
orthographic size: 5
|
orthographic size: 5
|
||||||
|
@ -2908,8 +2908,8 @@ Transform:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 13726835868299081}
|
m_GameObject: {fileID: 13726835868299081}
|
||||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
m_LocalRotation: {x: 0.12625737, y: -0.000000037322824, z: 0.0000000047502957, w: 0.99199754}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 2.096951, z: -3.0069473}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 13726836045578990}
|
m_Father: {fileID: 13726836045578990}
|
||||||
|
@ -3115,6 +3115,7 @@ GameObject:
|
||||||
- component: {fileID: 13726835985748589}
|
- component: {fileID: 13726835985748589}
|
||||||
- component: {fileID: 3320306144543951519}
|
- component: {fileID: 3320306144543951519}
|
||||||
- component: {fileID: 959869475}
|
- component: {fileID: 959869475}
|
||||||
|
- component: {fileID: 13726836045578772}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: Player
|
m_Name: Player
|
||||||
m_TagString: Player
|
m_TagString: Player
|
||||||
|
@ -3122,6 +3123,20 @@ GameObject:
|
||||||
m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
|
||||||
m_StaticEditorFlags: 0
|
m_StaticEditorFlags: 0
|
||||||
m_IsActive: 1
|
m_IsActive: 1
|
||||||
|
--- !u!136 &13726836045578772
|
||||||
|
CapsuleCollider:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 13726836045578771}
|
||||||
|
m_Material: {fileID: 0}
|
||||||
|
m_IsTrigger: 0
|
||||||
|
m_Enabled: 1
|
||||||
|
m_Radius: 0.4
|
||||||
|
m_Height: 1.8
|
||||||
|
m_Direction: 1
|
||||||
|
m_Center: {x: 0, y: 0.85, z: 0}
|
||||||
--- !u!4 &13726836045578990
|
--- !u!4 &13726836045578990
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -3495,4 +3510,4 @@ MonoBehaviour:
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
attenuationObject: {fileID: 0}
|
attenuationObject: {fileID: 0}
|
||||||
ListenerNumber: -1
|
ListenerNumber: 0
|
||||||
|
|
|
@ -24,6 +24,8 @@ public class FallingRocks : MonoBehaviour
|
||||||
|
|
||||||
// Use OnCollison to call respawn method from DeathZone script.
|
// Use OnCollison to call respawn method from DeathZone script.
|
||||||
private void OnCollisionEnter(Collision collision)
|
private void OnCollisionEnter(Collision collision)
|
||||||
|
{
|
||||||
|
if (collision.gameObject.CompareTag("Player"))
|
||||||
{
|
{
|
||||||
// Check code is working in log. Can be deleted at a later stage.
|
// Check code is working in log. Can be deleted at a later stage.
|
||||||
Debug.Log("Dead");
|
Debug.Log("Dead");
|
||||||
|
@ -31,3 +33,4 @@ public class FallingRocks : MonoBehaviour
|
||||||
StartCoroutine(_dz.RespawnPlayer());
|
StartCoroutine(_dz.RespawnPlayer());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue