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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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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