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
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@ -1357,7 +1357,7 @@ SphereCollider:
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m_IsTrigger: 0
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m_IsTrigger: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_Radius: 0.5
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m_Radius: 0.52
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &723599533
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--- !u!23 &723599533
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MeshRenderer:
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MeshRenderer:
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@ -2835,8 +2835,8 @@ Camera:
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y: 0
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y: 0
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width: 1
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width: 1
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height: 1
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height: 1
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near clip plane: 0.3
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near clip plane: 0.1
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far clip plane: 1000
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far clip plane: 5000
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field of view: 60
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field of view: 60
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orthographic: 0
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orthographic: 0
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orthographic size: 5
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orthographic size: 5
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@ -2908,8 +2908,8 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 13726835868299081}
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m_GameObject: {fileID: 13726835868299081}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: 0.12625737, y: -0.000000037322824, z: 0.0000000047502957, w: 0.99199754}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 2.096951, z: -3.0069473}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 13726836045578990}
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m_Father: {fileID: 13726836045578990}
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@ -3115,6 +3115,7 @@ GameObject:
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- component: {fileID: 13726835985748589}
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- component: {fileID: 13726835985748589}
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- component: {fileID: 3320306144543951519}
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- component: {fileID: 3320306144543951519}
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- component: {fileID: 959869475}
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- component: {fileID: 959869475}
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- component: {fileID: 13726836045578772}
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m_Layer: 0
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m_Layer: 0
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m_Name: Player
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m_Name: Player
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m_TagString: Player
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m_TagString: Player
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@ -3122,6 +3123,20 @@ GameObject:
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 1
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--- !u!136 &13726836045578772
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CapsuleCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 13726836045578771}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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m_Radius: 0.4
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m_Height: 1.8
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m_Direction: 1
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m_Center: {x: 0, y: 0.85, z: 0}
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--- !u!4 &13726836045578990
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--- !u!4 &13726836045578990
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -3495,4 +3510,4 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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attenuationObject: {fileID: 0}
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attenuationObject: {fileID: 0}
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ListenerNumber: -1
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ListenerNumber: 0
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@ -25,9 +25,12 @@ public class FallingRocks : MonoBehaviour
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// Use OnCollison to call respawn method from DeathZone script.
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// Use OnCollison to call respawn method from DeathZone script.
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private void OnCollisionEnter(Collision collision)
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private void OnCollisionEnter(Collision collision)
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{
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{
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// Check code is working in log. Can be deleted at a later stage.
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if (collision.gameObject.CompareTag("Player"))
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Debug.Log("Dead");
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{
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// Call respawn coroutine from DeathZone script.
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// Check code is working in log. Can be deleted at a later stage.
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StartCoroutine(_dz.RespawnPlayer());
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Debug.Log("Dead");
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// Call respawn coroutine from DeathZone script.
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StartCoroutine(_dz.RespawnPlayer());
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}
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}
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}
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}
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}
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