created spawn point system
works by placing spawn point prefabs wherever you want them. Also created some prefabs of death zone and grapple zone objects
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@@ -150,6 +150,10 @@ public class PlayerBehavior : MonoBehaviour
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this.stateController.SetDeathCanvasActive(true);
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Destroy(this.gameObject);
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}
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else if (col.tag == "spawnPoint") {
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stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
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}
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}
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void OnTriggerExit2D(Collider2D col)
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32
Assets/Scripts/SpawnPointBehavior.cs
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32
Assets/Scripts/SpawnPointBehavior.cs
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@@ -0,0 +1,32 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpawnPointBehavior : MonoBehaviour
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{
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// set in inspector
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[Header("Sprites")]
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[SerializeField] private Sprite deactivatedSprite;
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[SerializeField] private Sprite activatedSprite;
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// not set in inspector
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private SpriteRenderer _sr;
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private StateController stateController;
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// Start is called before the first frame update
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void Start()
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{
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_sr = this.gameObject.GetComponent<SpriteRenderer>();
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stateController = GameObject.Find("StateController").GetComponent<StateController>();
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}
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public void ActivateSpawnPoint() {
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_sr.sprite = activatedSprite;
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stateController.spawnPoint = this.gameObject;
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}
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public void DeactivateSpawnPoint() {
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_sr.sprite = deactivatedSprite;
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}
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}
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11
Assets/Scripts/SpawnPointBehavior.cs.meta
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11
Assets/Scripts/SpawnPointBehavior.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 964f5469a66144a7fbcc3aaa6ba45ec5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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