public void RestartGame() { isRestarting = true; isPaused = false; wallDestroyed = false; gameOverTextOBJ.SetActive(false); WallCount wallCount = FindObjectOfType <WallCount>(); wallCount.wallCounts = 40; StartCoroutine(restartCountDown()); UnPauseGame(); SceneManager.LoadScene(SceneManager.GetActiveScene().name); //isRestarting = false; }
public void DamageWall(int damageAmount, string damageType) { if (damageType == "blue" && blueHP > 0) { blueHP -= 10; } else if (damageType == "red" && redHP > 0) { redHP -= 10; } //wallHP -= damageAmount; if (blueHP == 0 && !wallCounted) { //print("Block is blue!!"); Instantiate(blueWall, transform.position, transform.rotation); if (!wallCounted) { WallCount wallCount = GetComponentInParent <WallCount>(); wallCount.removeWall(); wallCounted = true; } Destroy(gameObject); //broadcast message to all children to delete all of their children and turn to specific color } else if (redHP == 0 && !wallCounted) { //print("Block is red!!"); Instantiate(redWall, transform.position, transform.rotation); if (!wallCounted) { WallCount wallCount = GetComponentInParent <WallCount>(); wallCount.removeWall(); wallCounted = true; } Destroy(gameObject); } }