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Adding PCSpawner to correct branch #4
base: player-spawning-and-placement
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Adding PCSpawner to correct branch #4
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Revert "Fixed weird collision issue by making player not kinematic but unaffected by gravity" This reverts commit b0f43081b36956d1f12cb3ca121fec86a0daf25d.
Destroy(gameObject); | ||
} | ||
} | ||
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Looks like some of the old code got mixed up with some of the new stuff. I'll do some surgery.
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that was always there. It resolved the issue of a shitload of players
spawning when level02 loaded. I admit i don't know why it helped, or if
it's still necessary though... Like I said, sometimes i just fix shit
without regard for best practice
On Fri, Aug 15, 2014 at 5:09 PM, zerosalife [email protected]
wrote:
In Assets/Scripts/Entities/Player/PlayerController.cs:
private Vector3 currentPosition;
public float moveSpeed = 1.5f;
- void Awake() {
- if(pcontrol == null) {
DontDestroyOnLoad(gameObject);
pcontrol = this;
- } else if(pcontrol != this) {
// There can be only one!
Destroy(gameObject);
- }
- }
Looks like some of the old code got mixed up with some of the new stuff.
I'll do some surgery.—
Reply to this email directly or view it on GitHub
https://github.com/zerosalife/okeanos/pull/4/files#r16318047.
I did some surgery and took the majority of your code. I merged it into the master branch. I was reluctant to pull in all of the changes to the binary stuff like Physics2DSettings |
I couldn't figure out why 2dsettings kept changing. I just figured it was On Friday, August 15, 2014, zerosalife [email protected] wrote:
|
Created PCSpawner Singleton + Class
Player now a prefab and shouldn't exist between games
moved input handling to PCSpawner
Cleaned up player controller
All loading of winscreen now down by player's Die() (affects BigBaddieController too)
Extraneous commits due to merge issues... sorry!