using System.Collections; using System.Collections.Generic; using UnityEngine; public class EliminatePlayer : MonoBehaviour { [SerializeField] private string name = "Generic trap"; [SerializeField] private float resapwnDelay = 0; [Tooltip("Optional particle effect. Spawned when player enters the trigger")] [SerializeField] private GameObject effect; [SerializeField] private LurchRespawn player; [SerializeField] private bool killQueued = false; [SerializeField] private float rdCounter = 0; // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (rdCounter <= 0 && killQueued) { player.RespawnLurch(name); killQueued = false; } else { rdCounter -= Time.deltaTime; } } private void OnTriggerEnter(Collider other) { if (other.transform.root.tag == "Player") { rdCounter = resapwnDelay; killQueued = true; if(effect != null) { GameObject.Instantiate(effect); } } } }