Added the Respawn Manager which allows for the use of multiple safe zones. Cleeaned up the code and made more efficient.

This commit is contained in:
Programmer-DField 2021-02-15 13:14:42 +00:00
parent 3b9e31a4b3
commit adb0c9e673
5 changed files with 240 additions and 37 deletions

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RespawnManager : MonoBehaviour
{
private Vector3 respawnPoint;
public void setRespawnPoint(Vector3 _respawnPoint)
{
respawnPoint = _respawnPoint;
}
public Vector3 getRespawnPoint()
{
return respawnPoint;
}
private void Update()
{
Debug.Log(respawnPoint);
}
}

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@ -8,39 +8,35 @@ public class SafeZone : MonoBehaviour
private GameObject player;
private bool isSafe = false;
public Vector3 respawnPoint;
public Vector3 playerPos;
public List<Vector3> lastPlayerPos = new List<Vector3>();
private void Start()
{
player = GameObject.Find("Player");
}
[SerializeField] private RespawnManager _respawnManager;
private void OnTriggerEnter(Collider other)
{
isSafe = true;
if (other.gameObject.name == "Player")
{
isSafe = true;
player = other.gameObject;
}
}
private void OnTriggerExit(Collider other)
{
isSafe = false;
if (other.gameObject.name == "Player")
{
isSafe = false;
}
}
private void FixedUpdate()
{
if (isSafe == true)
if (isSafe)
{
playerPos = player.transform.position;
lastPlayerPos.Add(playerPos);
respawnPoint = lastPlayerPos.Last();
Debug.Log("Player Position: X = " + playerPos.x + " --- Y = " + playerPos.y + " --- Z = " + playerPos.z + " --- RespawnPoint = " + respawnPoint);
SetRespawnPoint(player.transform.position);
}
}
public Vector3 safeSpawn()
private void SetRespawnPoint(Vector3 _respawnPoint)
{
return respawnPoint;
_respawnManager.setRespawnPoint(_respawnPoint);
}
}

View File

@ -3,22 +3,19 @@ using System.Collections.Generic;
using UnityEngine;
public class DeathZone : MonoBehaviour
{
public SafeZone sz;
public Animator animator;
{
public Animator animator;
public GameObject fadeScreen;
[SerializeField] private Transform player;
private bool isDead;
private GameObject player;
[SerializeField] private RespawnManager respawnManager;
private void OnTriggerEnter(Collider other)
{
isDead = true;
if (isDead == true)
if (other.gameObject.name == "Player")
{
player = other.gameObject;
StartCoroutine(respawnPlayer());
}
}
@ -31,11 +28,10 @@ public class DeathZone : MonoBehaviour
fadeScreen.GetComponent<Animation>().Play("fadeAnim");
//yield return new WaitForSeconds(0.5f);
player.transform.position = sz.safeSpawn();
player.transform.position = respawnManager.getRespawnPoint();
yield return new WaitForSeconds(2);
fadeScreen.GetComponent<Animation>().Play("fadeInAnim");
yield return null;
isDead = false;
}
}