SceneController.RespawnPeeps C# (CSharp) Méthode

RespawnPeeps() public méthode

public RespawnPeeps ( ) : void
Résultat void
    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;
    }