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Question by Jogile · May 12, 2018 at 11:21 PM · platformerrespawnlives

cant stand in front of the platform after respawning

I am doing 2D platformer and did the script so the player is able to stand in front of the platform, but then I added the respawning thing and 3 lives to the player and after I fall off into the water my player can not stand in front of the platform as it used to

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avatar image tormentoarmagedoom · May 13, 2018 at 09:40 AM 0
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Good day.

We are not magicians... if you expect help, give us all the possible information. Post code, screenshots, say what you find, what your tried...

Bye.

avatar image Jogile · May 13, 2018 at 04:06 PM 0
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using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Game$$anonymous$$aster : $$anonymous$$onoBehaviour {

 public static Game$$anonymous$$aster gm;

 [SerializeField]
 private int maxLives = 3;

 private static int _remainingLives;
 public static int RemainingLives
 {
     get { return _remainingLives; }
 }


 void Awake ()
 {
     if (gm == null)
     {
         gm = GameObject.FindGameObjectWithTag ("G$$anonymous$$").GetComponent<Game$$anonymous$$aster>();
     }
 }

 public string respawnCountdownSoundName = "RespawnCountdown";
 public string spawnSoundName = "Spawn";

 public string gameOverSoundName = "GameOver";

 
 
 //cache
 private Audio$$anonymous$$anager audio$$anonymous$$anager;

 void Start ()
 {
     _remainingLives = maxLives;
     

     //caching
     audio$$anonymous$$anager = Audio$$anonymous$$anager.instance;
     if (audio$$anonymous$$anager == null)
     {
         Debug.LogError("FREA$$anonymous$$ OUT! No Audio$$anonymous$$anger found in the scene.");
     }
 }

 public Transform playerPrefab;
 public Transform spawnPoint;
 public int spawnDelay = 2;

 [SerializeField]
 private GameObject gameOverUI;

 

 public void EndGame ()
 {
     audio$$anonymous$$anager.PlaySound(gameOverSoundName);

     Debug.Log("GA$$anonymous$$E OVER");
     gameOverUI.SetActive(true);
 }

 public IEnumerator RespawnPlayer()
 {
     audio$$anonymous$$anager.PlaySound(respawnCountdownSoundName);

     yield return new WaitForSeconds(spawnDelay);

     audio$$anonymous$$anager.PlaySound(spawnSoundName);

     Instantiate (playerPrefab, spawnPoint.position, spawnPoint.rotation);

     
 }

 public static void $$anonymous$$illPlayer(Player player)
 {
     Destroy(player.gameObject);
     _remainingLives -= 1;
     if (_remainingLives <= 0)
     {
         gm.EndGame();
     } else
     {
         gm.StartCoroutine(gm.RespawnPlayer());
     }
     
 }

}

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Answer by Jogile · May 13, 2018 at 04:05 PM

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class GameMaster : MonoBehaviour {

 public static GameMaster gm;

 [SerializeField]
 private int maxLives = 3;

 private static int _remainingLives;
 public static int RemainingLives
 {
     get { return _remainingLives; }
 }


 void Awake ()
 {
     if (gm == null)
     {
         gm = GameObject.FindGameObjectWithTag ("GM").GetComponent<GameMaster>();
     }
 }

 public string respawnCountdownSoundName = "RespawnCountdown";
 public string spawnSoundName = "Spawn";

 public string gameOverSoundName = "GameOver";

 
 
 //cache
 private AudioManager audioManager;

 void Start ()
 {
     _remainingLives = maxLives;
     

     //caching
     audioManager = AudioManager.instance;
     if (audioManager == null)
     {
         Debug.LogError("FREAK OUT! No AudioManger found in the scene.");
     }
 }

 public Transform playerPrefab;
 public Transform spawnPoint;
 public int spawnDelay = 2;

 [SerializeField]
 private GameObject gameOverUI;

 

 public void EndGame ()
 {
     audioManager.PlaySound(gameOverSoundName);

     Debug.Log("GAME OVER");
     gameOverUI.SetActive(true);
 }

 public IEnumerator RespawnPlayer()
 {
     audioManager.PlaySound(respawnCountdownSoundName);

     yield return new WaitForSeconds(spawnDelay);

     audioManager.PlaySound(spawnSoundName);

     Instantiate (playerPrefab, spawnPoint.position, spawnPoint.rotation);

     
 }

 public static void KillPlayer(Player player)
 {
     Destroy(player.gameObject);
     _remainingLives -= 1;
     if (_remainingLives <= 0)
     {
         gm.EndGame();
     } else
     {
         gm.StartCoroutine(gm.RespawnPlayer());
     }
     
 }

}

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