Pedro Gomes 2773ef7d6e Player Death Update
- Players can now die (finally)
- Solo players have a single cheat death per scene (reviving automatically after the first death)
- group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die
- Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events.
- stopped players from moving and pressing keys when dead
- enemies now change target if they try to attack a dead/fainted target.
2024-07-20 19:49:14 +01:00

55 lines
1.2 KiB
C#

using Kryz.CharacterStats.Examples;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RiftPlayer : MonoBehaviour
{
[Header("Class:")]
public GameTag classTag;
[Header("Events:")]
[SerializeField] private GameEvent_PhotonView onPlayerSpawned;
[SerializeField] private GameEvent_Player onPlayerDeath;
[HideInInspector]
public PhotonView photonView;
[HideInInspector]
public PlayerCharacterStats character;
public Transform projectileSpawnLocation;
private Health health;
private void Awake()
{
photonView = GetComponent<PhotonView>();
character = GetComponent<PlayerCharacterStats>();
health = GetComponent<Health>();
health.onDeath.AddListener(OnDeath);
}
// Start is called before the first frame update
void Start()
{
onPlayerSpawned.Raise(this.photonView);
this.gameObject.name = photonView.Owner.NickName;
}
private void OnDeath()
{
if (!photonView.IsMine) return;
photonView.RPC(nameof(RPC_OnDeath), RpcTarget.All);
}
[PunRPC]
private void RPC_OnDeath()
{
onPlayerDeath.Raise(photonView.Owner);
}
}