public void ResetGame() { RoomX = 1; RoomY = 1; Spawn = Door.Spawn.CENTER; PlayerHealth = 5; bossHealthMap[Boss.Type.FIRE] = 1; bossHealthMap[Boss.Type.WATER] = 1; bossHealthMap[Boss.Type.EARTH] = 1; bossHealthMap[Boss.Type.AIR] = 1; bossHealthMap[Boss.Type.RAINBOW] = 3; SoundManager.instance.musicSource.clip = phase1Music; SoundManager.instance.musicSource.Play(); Application.LoadLevel(Application.loadedLevel); }
void InitGame() { RoomX = 1; RoomY = 1; currentMaze = new Maze(blueprint); levelManager.SetupGame(currentMaze); Spawn = Door.Spawn.CENTER; PlayerHealth = 5; bossHealthMap = new Dictionary<Boss.Type, int>(); bossHealthMap.Add(Boss.Type.FIRE, 1); bossHealthMap.Add(Boss.Type.WATER, 1); bossHealthMap.Add(Boss.Type.EARTH, 1); bossHealthMap.Add(Boss.Type.AIR, 1); bossHealthMap.Add(Boss.Type.RAINBOW, 3); SoundManager.instance.musicSource.clip = phase1Music; SoundManager.instance.musicSource.Play(); }