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public float speed; + [SerializeField] private float speed; // Float for time in seconds to wait to destroy the arrow on contact with any other gameobject that is no the player. - public float waitToDestroy; + [SerializeField] private float waitToDestroy; // Vector3 to set direction of travel for the arrow once the trigger is activated. - public Vector3 direction; - [SerializeField] private DeathZone dz; + [SerializeField] private Vector3 direction; + [SerializeField] private PlayerDeath pd; private void Start() { @@ -29,10 +29,10 @@ public class Arrow : MonoBehaviour private void OnCollisionEnter(Collision collision) { - if (collision.gameObject.CompareTag("Player")) + if (collision.gameObject.TryGetComponent(out PlayerDeath playerDeath)) { // Start Respawn coroutine. - StartCoroutine(dz.RespawnPlayer()); + StartCoroutine(pd.RespawnPlayer()); // Destroy arrow on contact with player. Destroy(gameObject); } diff --git a/game/Assets/Scripts/Checkpoint/SafeZone.cs b/game/Assets/Scripts/Checkpoint/SafeZone.cs index 3a13557..ee3575d 100644 --- a/game/Assets/Scripts/Checkpoint/SafeZone.cs +++ b/game/Assets/Scripts/Checkpoint/SafeZone.cs @@ -12,7 +12,7 @@ public class SafeZone : MonoBehaviour private void OnTriggerStay(Collider other) { // Check if other game object is Player. - if (other.gameObject.name == "Player") + if (other.gameObject.CompareTag("Player")) { _respawnPosition.Value = other.gameObject.transform.position; } diff --git a/game/Assets/Scripts/Death & Respawn/DeathZone.cs b/game/Assets/Scripts/Death & Respawn/DeathZone.cs index 26dc770..acfdcf9 100644 --- a/game/Assets/Scripts/Death & Respawn/DeathZone.cs +++ b/game/Assets/Scripts/Death & Respawn/DeathZone.cs @@ -5,46 +5,15 @@ using Ktyl.Util; using UnityEngine; using UnityEngine.InputSystem; public class DeathZone : MonoBehaviour -{ - public Animator animator; - public GameObject fadeScreen; +{ + [SerializeField] private PlayerDeath pd; - private GameObject player; - - [SerializeField] private SerialVector3 _respawnPosition; - [SerializeField] private GameEvent _playerDeath; - [SerializeField] private GameEvent _playerRespawn; - 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.name == "Player") + if (other.gameObject.CompareTag("Player")) { - player = other.gameObject; - StartCoroutine(RespawnPlayer()); + StartCoroutine(pd.RespawnPlayer()); } } - - // 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() - { - animator.SetTrigger("IsDead"); - - _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..e0f0a51 --- /dev/null +++ b/game/Assets/Scripts/Death & Respawn/PlayerDeath.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Ktyl.Util; + +public class PlayerDeath : MonoBehaviour +{ + public Animator animator; + public GameObject fadeScreen; + + private GameObject player; + + [SerializeField] private SerialVector3 _respawnPosition; + [SerializeField] private GameEvent _playerDeath; + [SerializeField] private GameEvent _playerRespawn; + + // 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() + { + animator.SetTrigger("IsDead"); + + _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; + } +} 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: