using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; public class MinigameManager : NetworkBehaviour { public void SetRespawn(GameObject player){ StartCoroutine(setRespawn(player)); } IEnumerator setRespawn(GameObject player){ if(isServer){ player.SetActive(false); yield return new WaitForSeconds(3); Vector3 RespawnPoint = NetworkManager.startPositions[Random.Range(0, NetworkManager.startPositions.Count-1)].position; player.GetComponent().Respawn(RespawnPoint); }else{ yield return new WaitForSeconds(1); } } }