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Question by Dragonfly3r · Dec 05, 2016 at 07:30 AM · instantiaterespawndestroy object

Respawn item if player dies

So I have a checkpoint script that I've been culminating over the past months to the point that you activate a checkpoint using a matchstick.

If you have no matchsticks then you can't activate the checkpoint. when activating a checkpoint it will save your current matches after saving into a temp variable. If you then collect 2 more matchsticks but die before you can activate a new checkpoint then you get reset back to temp variable total.

For example steps:

  1. Start with 3 Matchsticks

  2. Activate Checkpoint & lose 1 matchstick from activating = 2 matchsticks

  3. Temp variable saves your 2 matchsticks

  4. Find 2 more matchsticks and make your total 4 matchsticks

  5. Player dies

  6. Player respawn with 2 matchsticks

Now the problem I'm trying to fix is when the player respawns with those 2 matchsticks the level respawns the matchstick box objects that player interacts with.

So e.g. the player found 2 matchboxes containing a matchstick in each of them.

Upon collecting the matchsticks it destroys the 2 matchboxes.

If the player activates a checkpoint then those matchboxes will remain destroyed. If the player dies before activating a checkpoint then those matchboxes that were collected will respawn once again in the same locations they were previously.

This is my level manager script:

 public class LevelManager : MonoBehaviour {
 
     public GameObject currentCheckpoint;   
     private FirstPersonController player;
     public Checkpoint match;
 
     void Start ()
     { player = FindObjectOfType<FirstPersonController>();
         match = FindObjectOfType<Checkpoint>();
     }
     
     public void RespawnPlayer()
     { Debug.Log("Respawned Player");
       player.transform.position = currentCheckpoint.transform.position;
         match.respawn = true;
     } }

This is my checkpoint script (Only part that matters is the if (respawn == true)).

    void Update()
     {
         
         if (Input.GetKeyDown(KeyCode.F) && inZone && levelManager.currentCheckpoint != gameObject)
         {
            
             //    StopCoroutine("Opacity");
             //  triggered = false;
             if (_currentMatches >= 1)
             {
                 levelManager.currentCheckpoint = gameObject;
                 gameObject.GetComponentInChildren<ParticleSystem>().Play();
                 gameObject.GetComponentInChildren<Light>().enabled = true;
                 _currentMatches--;
                 tempMatches = _currentMatches;
 
 
                 matches_text.text = "X " + _currentMatches;
                 
 
        //         StartCoroutine("Opacity");
            //     _HUD_Text.text = "Checkpoint Activated";
             }
             else if (_currentMatches <= 0)
             { _currentMatches = 0; }
         }
       /*  if (inZone && levelManager.currentCheckpoint != gameObject)
         {
             _HUD_Text.text = "Checkpoint Discovered \nPress F to activate";
             StartCoroutine("Opacity");
         }*/
 
         if (!inZone && levelManager.currentCheckpoint != gameObject)
         {
             gameObject.GetComponentInChildren<ParticleSystem>().Stop();
             gameObject.GetComponentInChildren<Light>().enabled = false;
         }
 
         if (respawn == true)
         {
             Debug.Log("Just respawned");
             _currentMatches = tempMatches;
             Debug.Log("Number of matches is:" + _currentMatches);
             matches_text.text = "X " + _currentMatches;
             respawn = false;
         }






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