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Question by unity_EyP9NHLeVRC_LQ · Apr 22, 2021 at 09:08 PM · solution

My player wont go to the respawn point,When my health reach 0 tp to. But it wont tp my character

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

public class LivManager : MonoBehaviour {

 public int maxHealth;
 public int currentHealth;
 public float invincibilityLenght;
 private float invincibilityCounter;
 public Renderer PlayerRenderer;
 private float flashCounter;
 public float flashLength = 0.1f;
 public Transform respawn;
 public GameObject thePlayer;
 public float healthBarLengh;


 // Start is called before the first frame update
 void Start()
 {
     healthBarLengh =  Screen.width / 2;
     currentHealth = maxHealth;
 }

 // Update is called once per frame
 void Update()
 {   
     if(invincibilityCounter > 0)
     {
         invincibilityCounter -= Time.deltaTime;

         flashCounter -= Time.deltaTime;
         if(flashCounter <= 0)
         {
             PlayerRenderer.enabled = !PlayerRenderer.enabled;
             flashCounter = flashLength;
         }

         if(invincibilityCounter <= 0)
         {
             PlayerRenderer.enabled = true;
         }
         
          if(currentHealth <= 0) 
         {
             KillPlayer();
         }
     }
 }

 //Livbar
 void OnGUI() {
      GUI.Box(new Rect(10, 40, healthBarLengh, 20), currentHealth + "/" + maxHealth);
  }

 public void AddjustCurrentHealth(int adj) {
 currentHealth += adj;
 }

 //respawn
 public void KillPlayer() 
 {
     currentHealth = maxHealth;
     thePlayer.transform.position = respawn.position;
 }

 //skad spilleren
 public void HurtPlayer(int damage)
 {
     if(invincibilityCounter <= 0)
     {
         currentHealth -= damage;

         invincibilityCounter = invincibilityLenght;

         PlayerRenderer.enabled = false;
         flashCounter = flashLength;
     }
 }

 //Heal spilleren
 public void HealPlayer(int healAmount)
 {
     currentHealth += healAmount;

     if(currentHealth > maxHealth)
     {
         currentHealth = maxHealth;
     }
 }

} ,using System.Collections; using System.Collections.Generic; using UnityEngine;

public class LivManager : MonoBehaviour {

 public int maxHealth;
 public int currentHealth;
 public float invincibilityLenght;
 private float invincibilityCounter;
 public Renderer PlayerRenderer;
 private float flashCounter;
 public float flashLength = 0.1f;
 public Transform respawn;
 public GameObject thePlayer;
 public float healthBarLengh;


 // Start is called before the first frame update
 void Start()
 {
     healthBarLengh =  Screen.width / 2;
     currentHealth = maxHealth;
 }

 // Update is called once per frame
 void Update()
 {   
     if(invincibilityCounter > 0)
     {
         invincibilityCounter -= Time.deltaTime;

         flashCounter -= Time.deltaTime;
         if(flashCounter <= 0)
         {
             PlayerRenderer.enabled = !PlayerRenderer.enabled;
             flashCounter = flashLength;
         }

         if(invincibilityCounter <= 0)
         {
             PlayerRenderer.enabled = true;
         }
         
          if(currentHealth <= 0) 
         {
             KillPlayer();
         }
     }
 }

 //Livbar
 void OnGUI() {
      GUI.Box(new Rect(10, 40, healthBarLengh, 20), currentHealth + "/" + maxHealth);
  }

 public void AddjustCurrentHealth(int adj) {
 currentHealth += adj;
 }

 //respawn
 public void KillPlayer() 
 {
     currentHealth = maxHealth;
     thePlayer.transform.position = respawn.position;
 }

 //skad spilleren
 public void HurtPlayer(int damage)
 {
     if(invincibilityCounter <= 0)
     {
         currentHealth -= damage;

         invincibilityCounter = invincibilityLenght;

         PlayerRenderer.enabled = false;
         flashCounter = flashLength;
     }
 }

 //Heal spilleren
 public void HealPlayer(int healAmount)
 {
     currentHealth += healAmount;

     if(currentHealth > maxHealth)
     {
         currentHealth = maxHealth;
     }
 }

}

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