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Question by fraubolat · Aug 04, 2020 at 05:27 PM · scripting problemraycastshootingraycastingproblem during runtime

scripting problem

hi so want i want is if the player pressed the button it should make a new spawn point and then if the player dies it should be his new spawn point. her are the script. i will really appricaite it and sry my English isn't that good

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class spawnponit : MonoBehaviour
 {
     
     public Movment movment;
     int count = 1;
     public bool exist = false;
    public Vector3 a;
     
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }
     public void schnapp()
     {
         if (movment.grounded == true && count > 0 )
         {
             exist = true;
              a = movment.player.position;
             Debug.Log(a);
             count--;
         }
         else
         {
             return;
         }
     }
     public void sdad()
     {
 
     }
 
 }





 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 public  class plazerhealth : MonoBehaviour
 {
     public AudioSource healing;
     public Text a;
     [Header("idk")]
     public int health = 250;
     public int currenthealth;
     Rigidbody rb;
     public float radius = 50F;
     public float power = 1000F;
     bool takinmgdamge= false;
     float tracking;
     public AudioSource hurtsound;
     bool canheal = false;
     int result;
      public  ParticleSystem heal;
     public spawnponit Spawnponit;
     public void Awake()
     {
         heal.Stop();
         if (Spawnponit.exist == true)
         {
             if(currenthealth == 0)
             {
                 transform.position = Spawnponit.a;
             }
 
         }
     }
      
     
     void Start()
     {
         
 
 
         rb = GetComponent<Rigidbody>();
         currenthealth = health;
         tracking = currenthealth;
     }
 
 
     void Update()
     {
         
 
        
 
         if (currenthealth <= 0)
         {
 
             Destroy(gameObject);
             Explosion();
 
         }
 
         if(currenthealth <= 0)
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            
         }
 
         a.text = currenthealth.ToString();
 
         
 
     }
 
     private void FixedUpdate()
     {
         currenthealth = Mathf.Clamp(currenthealth, 0, 10000);
        
     }
 
 
     public void takedamge(int damge)
     {
         currenthealth -= damge;
         hurtsound.Play();
     }
     private void OnCollisionEnter(Collision collision)
     {
         if(collision.collider.tag=="rocket")
         {
             currenthealth -= 40;
         }
     }
 
 
 
 
     void Explosion()
     {
         Vector3 explosionPos = transform.position;
         Collider[] colliderss = Physics.OverlapSphere(explosionPos, radius);
         foreach (Collider hit in colliderss)
         {
             Rigidbody rb = hit.GetComponent<Rigidbody>();
 
             if (rb != null)
                 rb.AddExplosionForce(power, explosionPos, radius, 3.0F);
         }
     }
 
  public void reheal()
   {
         result = 250 - currenthealth;
 
         currenthealth += result;
         StartCoroutine(startheal());
 
         healing.Play();
   }
 
 
 
     IEnumerator startheal()
     {
         heal.Play();
         yield return new WaitForSeconds(1f);
         heal.Stop();
 
 
     }
 
 }
 

  
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