public void MenuGame() { ChangeMenu(MenuState.None); //If on main menu or win/lose screens will change to play, //if in the game does nothing. sceneChange.ChangeState(SceneChange.SceneState.Play); }
private void OnTriggerStay2D(Collider2D collision) { //Debug.Log("collision"); if (collision.transform.gameObject.tag == "Player" && gameObject.tag == "Goal") { //if the current level plus one equals the maximum amount of levels if (sceneChange.LevelCount + 1 == sceneChange.MaxLevels) { sceneChange.ChangeState(SceneChange.SceneState.Win); } else { //otherwise go to the next level; PlayerTimer plaTimer = collision.GetComponentInParent <PlayerTimer>(); plaTimer.End(sceneChange.LevelCount); sceneChange.IncrementLevel(); } } else if (collision.transform.gameObject.tag == "Player" && gameObject.tag == "Collectable") { PlayerPrefs.SetInt("colLevel" + sceneChange.LevelCount, 1);//Change colLevel(1) to true, to signifify that the collectable has been collected. UIController.hasCollectedCollectible = true; Collider2D myCollider = gameObject.GetComponentInParent <Collider2D>(); myCollider.enabled = false; SpriteRenderer myRenderer = gameObject.GetComponentInParent <SpriteRenderer>(); myRenderer.enabled = false; collectSrc.Play(); } }