ofb/Assets/Scripts/StateController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
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public class StateController : MonoBehaviour {
[Header("Respawning")]
[SerializeField] GameObject player;
public GameObject spawnPoint;
[SerializeField] private GameObject deathCanvas;
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[Header("Pause Menu")]
public bool isPaused = false;
public GameObject pauseMenuCanvas;
void Awake() {
DontDestroyOnLoad(this.gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
deathCanvas = GameObject.Find("DeathUICanvas");
if (deathCanvas != null) {
Button respawnButton = GameObject.Find("RespawnButton").GetComponent<Button>();
respawnButton.onClick.AddListener(RespawnPlayer);
deathCanvas.SetActive(false);
}
pauseMenuCanvas = GameObject.Find("PauseMenuCanvas");
if (pauseMenuCanvas != null) {
TogglePauseMenu(false);
}
}
void OnPause() {
if (!isPaused) {
Time.timeScale = 0;
TogglePauseMenu(true);
} else {
Time.timeScale = 1;
TogglePauseMenu(false);
}
isPaused = !isPaused;
}
void TogglePauseMenu(bool showPauseMenu) {
pauseMenuCanvas.SetActive(showPauseMenu);
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}
public void RespawnPlayer() {
SetDeathCanvasActive(false);
GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
Instantiate(player, spawnPoint.transform.position, player.transform.rotation);
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}
public void SetDeathCanvasActive(bool activeState) {
deathCanvas.SetActive(activeState);
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}
}