Hey there
I have set up a death respawn where on death it will transform my position via a coroutine. The problem being that it sometimes works and sometimes doesn’t. I did a lot of trial and error before coming here to ask.
I am quite new to coding and I’m sure it stands out somewhere in my code why this is happening.
Considering this, I’d like to see what my code should look like rather than my approach to it. I’m sure there are some redundancies in it.
It’s also worth mentioning that I used a bool (is alive) because without it, during the respawn function, my player would respawn and for the 4f; wait time, my player would jitter like crazy until the WaitForSeconds; would pass (I think)
Confused why It was doing that.
Anyways, thanks for reading, here is the code and a YouTube link showing what is happening when I die.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerHealth : MonoBehaviour
{
public int maxHealth = 100;
public int currentHealth;
public GameObject Death;
public GameObject player;
public GameObject RespawnPoint;
public Rigidbody Dedded;
public bool isAlive;
public bool isDead;
public CharacterController cc;
public HealthBar healthBar;
// Start is called before the first frame update
void Start()
{
currentHealth = maxHealth;
healthBar.SetMaxHealth(maxHealth);
Dedded = GetComponent<Rigidbody>();
cc = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
Alive();
if (Input.GetKeyDown(KeyCode.Q))
{
TakePlayerDamage(20);
}
healthBar.SetHealth(currentHealth);
}
public void TakePlayerDamage(int damage)
{
currentHealth -= damage;
healthBar.SetHealth(currentHealth);
}
public void Die()
{
{
isAlive = false;
Death.SetActive(true);
player.GetComponent<SC_FPSController>().canMove = true;
Dedded.isKinematic = false;
cc.enabled = false;
Dedded.AddForce(transform.forward * 0.02f, ForceMode.Impulse);
Dedded.AddForce(transform.up * 0.02f, ForceMode.Impulse);
StartCoroutine(Respawner());
}
}
public void Alive()
{
if (currentHealth >= 0)
{
isAlive = true;
StopCoroutine(Respawner());
}
if (currentHealth <= 0)
{
isAlive = false;
Die();
}
}
IEnumerator Respawner()
{
yield return new WaitForSeconds(4f);
if (currentHealth <= 0)
{
Death.SetActive(false);
player.transform.position = RespawnPoint.transform.position;
player.transform.rotation = RespawnPoint.transform.rotation;
player.GetComponent<SC_FPSController>().canMove = true;
Dedded.isKinematic = true;
cc.enabled = true;
currentHealth = 100;
isAlive = true;
}
}
}