Import 2D Level
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using Platformer.Core;
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using Platformer.Mechanics;
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using Platformer.Model;
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namespace Platformer.Gameplay
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{
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/// <summary>
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/// Fired when the player is spawned after dying.
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/// </summary>
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public class PlayerSpawn : Simulation.Event<PlayerSpawn>
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{
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PlatformerModel model = Simulation.GetModel<PlatformerModel>();
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public override void Execute()
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{
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var player = model.player;
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player.collider2d.enabled = true;
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player.controlEnabled = false;
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if (player.audioSource && player.respawnAudio)
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player.audioSource.PlayOneShot(player.respawnAudio);
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player.health.Increment();
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player.Teleport(model.spawnPoint.transform.position);
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player.jumpState = PlayerController.JumpState.Grounded;
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player.animator.SetBool("dead", false);
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model.virtualCamera.Follow = player.transform;
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model.virtualCamera.LookAt = player.transform;
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Simulation.Schedule<EnablePlayerInput>(2f);
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}
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}
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}
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