Cleaning Up Player Death
At the moment, our death sequence is a bit buggy, but that’s about to change. Now that our camera is divorced from the Player GameObject, we can have a little bit of fun with our death sequence.
We’re going to keep the force effect, but we’ll have the player fall through the world instead of colliding with it afterward. We’ll also have the camera stop tracking the player during this. The force effect doesn’t make sense if the player falls into a pit, so we’ll address that as well.
Let’s make some adjustments to the
PlayerIsDead() function of the PlayerStats script, as shown in Listing 11.8.
public bool isDead = false;private float deathTimeElapsed; ...