Home Game Development Character nonetheless dying on the bottom animation continues when the character respawns when she dies

Character nonetheless dying on the bottom animation continues when the character respawns when she dies

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Character nonetheless dying on the bottom animation continues when the character respawns when she dies

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public class Health : MonoBehaviour {

 public float curHealth;
 public float maxHealth;
 public bool enemyDied = false;
 personal Animator anim;
 public Slider healthBar;
`enter code right here` personal ThirdPersonCharacter thirdPerson;
 personal void Start()
 {
     curHealth = maxHealth;
     healthBar.minValue = 0;
     healthBar.worth = curHealth;
     healthBar.maxValue = maxHealth;
     anim = GetComponent<Animator>();
     thirdPerson = GetComponent<ThirdPersonCharacter>();
 }
 void Update()
 {
     float hit = anim.GetFloat("hit");
     if (hit > 0)
     {
         hit -= Time.deltaTime * 3;
         anim.SetFloat("hit", hit);
     }
     if (curHealth < 1)
     {
         Physics.SyncTransforms();
         anim.SetBool("death", true);
     }
     if (Input.GetKeyUp(KeyCode.Space))
     {
         SendDamage(Random.Range(10, 20));
     }
 }
 public void SendDamage(float damageValue)
 {
     curHealth -= damageValue;
     healthBar.worth = curHealth;
     if (curHealth <= 0)
     {
         enemyDied = true;
     }
     Invoke(nameof(Resurrect), 2f);
     anim.SetFloat("hit", 1);
 }
 public void Resurrect()
 {
     SpriteRenderer blackout = Camera.important.remodel.GetComponentInChildren<SpriteRenderer>();
     Color orjinalRenkWasted = blackout.shade;
     Color clrWhitealpha0 = new Color(1, 1, 1, 1);
     Color clr = new Color(0, 0, 0, 1);
     blackout.remodel.GetChild(0).GetComponent<SpriteRenderer>().DOColor(clr, .5f).SetDelay(2f).OnStart(() =>
     {
         blackout.DOColor(clrWhitealpha0, .5f).SetDelay(.5f).OnComplete(() =>
         {
             Invoke(nameof(BringEverythingBack), 2f);
             blackout.remodel.GetChild(0).GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), .5f).SetDelay(2.5f).OnStart(() =>
             {
                 blackout.DOColor(orjinalRenkWasted, .25f);
             });
         });
     });
 }

 void BringEverythingBack()
 {
     remodel.root.place = GameObject.FindGameObjectWithTag("Respawn").remodel.place;
 }

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