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51 lines
1.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Autohand.Demo{
public class ButtonDemoRespawn : MonoBehaviour{
public Transform root;
List<Transform> respawns = new List<Transform>();
List<Vector3> startPos;
List<Quaternion> startRot;
void Start(){
startPos = new List<Vector3>();
startRot = new List<Quaternion>();
for (int i = 0; i < root.childCount; i++){
respawns.Add(root.GetChild(i));
startPos.Add(root.GetChild(i).transform.position);
startRot.Add(root.GetChild(i).transform.rotation);
for (int j = 0; j < root.GetChild(i).childCount; j++){
respawns.Add(root.GetChild(i).GetChild(j));
startPos.Add(root.GetChild(i).GetChild(j).transform.position);
startRot.Add(root.GetChild(i).GetChild(j).transform.rotation);
}
}
}
public void Respawn() {
for(int i = 0; i < respawns.Count; i++) {
try {
if (respawns[i].CanGetComponent(out Rigidbody body)){
body.velocity = Vector3.zero;
body.angularVelocity = Vector3.zero;
body.ResetInertiaTensor();
}
respawns[i].transform.position = startPos[i];
respawns[i].transform.rotation = startRot[i];
}
catch { }
}
}
public void ReloadScene() {
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
}