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foreach (PlayerData player in allPlayers) + checkInView(allPlayers); + /*foreach (PlayerData player in allPlayers) { if (player.client.Lives > 0 && !(player.character.respawnNeeded)) { @@ -263,7 +267,7 @@ public class RacetrackGameMode : GameMode player.character.respawnNeeded = true; } } - } + }*/ //We check for track sections we need to add/remove mapManager.checkTrack(); @@ -288,6 +292,23 @@ public class RacetrackGameMode : GameMode } + //Marks any player out of the camera's view as in need of respawning + void checkInView(PlayerData[] allPlayers) + { + //If anyone is out of view at this point, they are dead and need to respawn + foreach (PlayerData player in allPlayers) + { + if (player.client.Lives > 0 && !(player.character.respawnNeeded)) + { + Vector3 playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position); + if (playerVP.x < 0.0f || playerVP.y < 0.0f) + { + player.character.respawnNeeded = true; + } + } + } + } + /// /// Checks if the Game is finished diff --git a/Assets/Scripts/LevelBlocks/Air.cs b/Assets/Scripts/LevelBlocks/Air.cs index 79e2a0d..b46afc5 100644 --- a/Assets/Scripts/LevelBlocks/Air.cs +++ b/Assets/Scripts/LevelBlocks/Air.cs @@ -4,6 +4,9 @@ using UnityEngine; public class Air : ActiveBlock { + public float fallingAnimationTime = 1.0f; + public float fallingDistance = 10.0f; + public bool burnAfterReading = true; int DeleteCount = 2; @@ -17,9 +20,13 @@ public class Air : ActiveBlock player.stuck = true; player.respawnNeeded = true; - StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 10,Character.Animation.Hit, 1)); - yield return StartCoroutine(LerpScale(player.transform, Vector3.zero, 1)); + //Very hacky, but it solved a weird bug where falling off the left-hand-side of the track didn't kill you, it just got you stuck down there forever + //You have to leave the camera's sight in order to die from falling + yield return StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * fallingDistance,Character.Animation.Hit, fallingAnimationTime)); + //yield return StartCoroutine(LerpScale(player.transform, Vector3.zero, fallingAnimationTime)); + yield return StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 100, Character.Animation.Hit, 0.01f)); + //player.gameObject.SetActive(false); Debug.Log("Set player scale to one"); player.transform.localScale = Vector3.one; @@ -30,9 +37,12 @@ public class Air : ActiveBlock { isFinished = true; - DeleteCount--; - if (DeleteCount == 0) - Destroy(gameObject); + if (burnAfterReading) + { + DeleteCount--; + if (DeleteCount == 0) + Destroy(gameObject); + } yield break; }