using System; using System.Collections; using System.Collections.Generic; using Ktyl.Util; using UnityEngine; using UnityEngine.InputSystem; public class DeathZone : MonoBehaviour { public Animator animator; public GameObject fadeScreen; 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") { player = other.gameObject; StartCoroutine(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. 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; } }