void RespawnPeeps()
{
//halfway there, called from camera
//delete last map
// print(players[0].transform.position);
//EditorApplication.isPaused = true;
// print(players[0].transform.position);
//EditorApplication.isPaused = true;
//Kill all players
for (int i = 0; i < playerCount; i++) {
KillPlayer(i);
players[i].SendMessage("Reset");
}
//clean map, all leftoveres
//Debug.Log("is it cleanup?");
CleanScene ();
//Debug.Log ("it is not cleanup");
//GameObject.DestroyImmediate(lastMap); //no longer needed?
GameObject.Find("MouseInput").SendMessage("DisablePlayers");
//set player positions
ArrayList spawns = new ArrayList();
spawns.AddRange(GameObject.FindGameObjectsWithTag("Respawn"));
for (int i = 0; i < playerCount; i++) {
int spawnIndex = Random.Range(0,spawns.Count);
players[i].transform.position = ((GameObject)spawns[spawnIndex]).transform.position;
spawns.Remove(spawns[spawnIndex]);
players[i].GetComponent<Rigidbody2D>().isKinematic = true;
players[i].GetComponent<Rigidbody2D>().isKinematic = false;
}
//respawn players
for (int i = 0; i < playerCount; i++) RespawnPlayer(i);
//set inputmanagerthing to disbale movement until we get an "all clear"
for (int i = 0; i < playerCount; i++) {
players[i].SendMessage("DisablePlayers");
}
GameObject.Find("MouseInput").SendMessage("DisablePlayers");
//Set deathcount to 0
deathCount = 0;
//Countdown starts here, 5 seconds
readyToStart = true;
transitioning = false;
}