public void InitLevel(int level) { currentLevel = level; switchLevels.SwitchLevel(level, false); gameState = "gameStateGui"; stateStartTime = Time.time; mainHeading = Random.Range(0f, 360f); pumaX = 0f; pumaY = 0f; pumaZ = 0f; pumaObj.transform.position = new Vector3(pumaX, pumaY, pumaZ); //================================ // Reset the Ground Planes //================================ for (int i = 0; i < terrainArray.Length; i++) { float terrainX = terrainArray[i].transform.position.x; float terrainZ = terrainArray[i].transform.position.z; while (pumaX - terrainX > 3000) { terrainX += 4000; } while (terrainX - pumaX > 1000) { terrainX -= 4000; } while (pumaZ - terrainZ > 3000) { terrainZ += 4000; } while (terrainZ - pumaZ > 1000) { terrainZ -= 4000; } terrainArray[i].transform.position = new Vector3(terrainX, 0, terrainZ); } }
public void ChangeLevel(int levelId) { SwitchLevels myTarget = (SwitchLevels)target; myTarget.SwitchLevel(levelId, togglePaint); }