public static void LoadScene(int _sceneId)
    {
        Application.LoadLevel(2);

        // Call All Reset Statics
        PlayerChildFSM.ResetStatics();
        PlayerMain.ResetStatics();
        player_control.ResetStatics();
        GameManager.ResetStatics();
        EndGamePanel.ResetStatics();

        PlayerSquadFSM.ResetStatics();
        SquadChildFSM.ResetStatics();

        Wall.ResetStatics();
        WallRenderer.ResetStatics();
        Nutrients.ResetStatics();

        ECPoolManager.ResetStatics();
        ECIdleState.ResetStatics();
        DirectionDatabase.ResetStatics();
        FormationDatabase.ResetStatics();
        PathQuery.ResetStatics();
        PointDatabase.ResetStatics();
        PositionQuery.ResetStatics();
        ECTracker.ResetStatics();

        EnemyMainFSM.ResetStatics();

        Application.LoadLevel(_sceneId);
    }
Beispiel #2
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    // Use this for initialization
    void Start()
    {
        if (s_ECPool == null)
        {
            s_ECPool = new Queue <GameObject>();
        }

        s_ECTracker = ECTracker.Instance;

        //Store all enemy child cells into the pool
        foreach (Transform child in transform)
        {
            if (child.tag == Constants.s_strEnemyChildTag)
            {
                s_ECPool.Enqueue(child.gameObject);
            }
        }

        m_nSpawnCount = 0;
    }
    // Use this for initialization
    void Start()
    {
        if(s_ECPool == null)
        {
            s_ECPool = new Queue<GameObject>();
        }

        s_ECTracker = ECTracker.Instance;

        //Store all enemy child cells into the pool
        foreach(Transform child in transform)
        {
            if(child.tag == Constants.s_strEnemyChildTag)
            {
                s_ECPool.Enqueue(child.gameObject);
            }
        }

        m_nSpawnCount = 0;
    }
Beispiel #4
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 public static void ResetStatics()
 {
     s_Instance = null;
 }
Beispiel #5
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 public static void ResetStatics()
 {
     s_Instance = null;
 }