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; ...
Get Learning 2D Game Development with Unity®: A Hands-On Guide to Game Creation now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.