45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ktyl.Util;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class DeathZone : MonoBehaviour
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{
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private GameObject player;
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[SerializeField] private SerialVector3 _respawnPosition;
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[SerializeField] private GameEvent _playerDeath;
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[SerializeField] private GameEvent _playerRespawn;
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private void OnTriggerEnter(Collider other)
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{
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// Checks to make sure other collider is the Player. Sets player variable as Player game object and starts the coroutine.
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if (other.gameObject.CompareTag("Player"))
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{
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player = other.gameObject;
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StartCoroutine(RespawnPlayer());
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}
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}
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// 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.
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public IEnumerator RespawnPlayer()
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{
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_playerDeath.Raise();
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// yield return new WaitForSeconds(0.5f);
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// fadeScreen.GetComponent<Animator>().SetTrigger("fadeToBlack");
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yield return new WaitForSeconds(1.5f);
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// move player to respawn position
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player.transform.position = _respawnPosition;
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// fadeScreen.GetComponent<Animator>().SetTrigger("fadeToClear");
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yield return new WaitForSeconds(0.5f);
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_playerRespawn.Raise();
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yield return null;
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}
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} |