Adding PCSpawner to correct branch

Created PCSpawner Singleton + Class
Player now a prefab and shouldn't exist between games
moved input handling to PCSpawner
Cleaned up player controller
All loading of winscreen now down by player's Die() (affects BigBaddieController too)
Extraneous commits due to merge issues... sorry!

that was always there. It resolved the issue of a shitload of players
spawning when level02 loaded. I admit i don't know why it helped, or if
it's still necessary though... Like I said, sometimes i just fix shit
without regard for best practice


On Fri, Aug 15, 2014 at 5:09 PM, zerosalife <notifications@github.com>
wrote:

> In Assets/Scripts/Entities/Player/PlayerController.cs:
>
> >    private Vector3 currentPosition;
> >    public float moveSpeed = 1.5f;
> >
> > +
> > +  void Awake() {
> > +    if(pcontrol == null) {
> > +      DontDestroyOnLoad(gameObject);
> > +      pcontrol = this;
> > +    } else if(pcontrol != this) {
> > +      // There can be only one!
> > +      Destroy(gameObject);
> > +    }
> > +  }
> > +
>
> Looks like some of the old code got mixed up with some of the new stuff.
> I'll do some surgery.
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/zerosalife/okeanos/pull/4/files#r16318047>.
>